Grand Itinerary Circuits
12 August 2026
Grand Itinerary's circuit is now a real journey rather than a plan the game forgot about: your envoy travels up to four cities unattended, each stop banks its Cultural Influence the moment it settles, and arrival Cultural Influence escalates by 25% with every city after the first.
Planning is now one flow instead of two. Any trip can become a circuit from the confirmation screen, every leg is priced from where it actually sets out, and a gold Circuit Complete screen at the end shows what each stop paid and what the escalation was worth.
There are also two interactive walkthroughs for naming and customising your player and your city, replacing the toasts that used to point at them.
Planning a circuit
Circuits used to be planned somewhere other than where you plan a journey, which meant two flows that could disagree. There is now one, and any trip can turn into a circuit at the point you confirm it.


- reworkedGrand ItineraryDiplomacy · Tier 3
UNLOCKS: Plan a circuit of up to 4 cities in a single action. Your envoy travels it unattended, visiting each city in turn, with arrival Cultural Influence escalating on each successive stop.
WasThe circuit could be planned, but the envoy stopped at the first city and the rest of the plan was never carried out.NowThe envoy travels the whole circuit unattended, and each stop banks its own result as it happens. - newNEW:Add Another Stop, below the confirm buttons
One control on the travel confirmation screen turns the trip you were about to take into the first leg of a circuit. The separate "Plan a Circuit" action is gone, along with the second planning flow behind it.
- improvedThe stop picker lists cities only
Adding a stop opens the Nearby list filtered to cities, since a circuit stop can only be a city. It previously opened the full list including ruins and wonders, which could not be added.
- improvedEach stop is measured from the leg it would actually beWasEvery candidate stop showed its distance and time from where the envoy is standing now.NowFrom the end of the previous leg, which is where the envoy will actually be when it sets out for that stop.
- improvedTrade route and Cultural Influence share a row
The confirmation screen states the route status and what the arrival is worth on one line, and a planned route's legs are named rather than numbered.
While the circuit runs

- newNEW:Intermediate stops arrive unattended
Your envoy visits each city in turn without waiting for you. Intermediate arrivals no longer raise an arrival screen, so a four city circuit does not queue up four modals for whenever you next open the game.
- newNEW:Every stop banks as it settles
Cultural Influence from each city is credited at that stop, not held until the circuit ends. An interrupted circuit keeps everything already banked.
- newNEW:The map plate names the next city and the circuit
A travelling envoy's plate shows two clocks: time to the next city, and time left on the whole circuit, with a segmented bar showing which leg it is on. The envoy roster shows the same two timers and bar.
Circuit Complete

- newNEW:One screen at the end of the circuit
Every stop in order, what each paid, and the escalation that applied to it. The screen distinguishes a circuit that finished from one that was interrupted, and it offers what the envoy can do next from wherever it ended up.
- improvedEscalation is shown per stop
Stop 1 is unmodified, stop 2 gets +25%, stop 3 +50% and stop 4 +75%. The screen states the percentage against each city rather than only the total, so it is clear what staying out was worth.
Customization walkthroughs
- reworkedNaming yourself and your cityWasA toast at Town Hall 2 and another at Town Hall 3 told you that customization existed, and left you to find it.NowTwo interactive walkthroughs that spotlight each control in turn and let you click straight through them: one for your display name and nameplate, one for your city's name and banner.
Fixes
- The Circuit Complete screen is reachable.
The circuit finished correctly but the screen announcing it could not be opened.
- A circuit can no longer strand an envoy mid-draft.
Abandoning a half-planned circuit left the envoy with no destination and no way to be given one. The destination is now seeded when the draft hands over, and drafted legs are priced.
- The stop picker has a way out.
Opening it to add a stop committed you to adding one.
- An arrival screen is never shown for a stop the envoy has already left.
- A push notification no longer replaces a Circuit Complete screen you are reading.
- The Nearby list never offers what is on the envoy's own tile.
- The Nearby trade route pip agrees with the panel it opens.
- A resident envoy can open a trade route to the city hosting it.
- Finding a diamond raises one toast, not two.
- "New ground" is reported correctly on a route with no prior crossings.
- A school you own is recognised as yours.
Ownership was compared in a way that could fail for your own school.