Land Deeds, Daily Quests and the Goals Hub

15 August 2026

The Land Deed is a new token that pays for one land claim, or one claim and merge, FREE. You earn it by playing: completing quests fills a meter, and every 100 points on that meter becomes one Deed. Nothing about the 100 Gold path changes, and no quest ever awards Gold.

Quests arrive one a day, up to three held at once, and complete on their own from ordinary play. There is a twelve step founder line that walks through every system in the game once, and a weekly bonus for any five quests finished inside the same week. All of it lives on the Goals hub, which is the Achievements page renamed and given two more tabs.

Two balance changes come with it. Achievement Gold drops from 2,425 to 805 across a lifetime, because achievements were funding land expansion and that job now belongs to Deeds. Merge upgrade odds rise sharply in the columns a free player actually meets: merging two Commons went from a 10% chance of an Uncommon to 50%.

Elsewhere: an envoy holding Foreign Markets can now buy through another player's Market as well as sell through it, and the whole investment system was reworked around honest numbers, a per city stake cap and an envoy that is no longer pinned in place by a Seed Investment.

improvedreducednewreworkedremoved

The Land Deed

A Land Deed pays for exactly one claim or one claim and merge, identical in every way to the 100 Gold versions: the same position assignment, the same rarity roll, the same resource generation. Merge insurance stays a separate 10 Gold option. The Gold path is untouched and uncapped.

The Goals hub on the Quests tab. A gold "Land Deed ready" panel offers Claim Land and Claim and Merge, with 10 of 200 points banked beneath it. Three completed quests are struck through with green ticks, above a weekly row reading 3 of 5.
The Deed ready panel. The two actions carry their own explainers, because for most players this is the first time claiming and merging are put side by side. Underneath, the meter is already banking towards the next Deed: it only stops at 200.
  • new
    NEW: Land Deeds

    Held one at a time. While you hold one it is always spent first on the claim and merge pages, so there is no pay-with-Gold-instead toggle to get wrong. Deeds are granted and spent through the same ledger everything else uses.

  • new
    NEW: The Deed meter

    Completing a quest adds points to a meter. At 100 points the meter converts into a Land Deed. A daily player earns roughly 41 points a day, which is one Deed every two and a half days.

  • new
    NEW:The meter keeps filling while you hold a Deed, up to 200

    Nothing already earned is ever taken away. At 200 points the meter stops accruing and says so loudly, and spending the held Deed immediately converts the banked points into the next one. Holding a Deed rather than spending it is the only thing that stalls income.

  • improved
    The claim and merge pages state what a Deed is worth
    WasA player with no Gold reached the claim page and found a Buy Gold button and nothing else
    NowThe same page carries a green panel with the Deed meter, the points still needed and a link to the quests filling it

    With a Deed in hand the claim card reads "This claim is FREE" and names the 100 Gold it is standing in for. Without one, the meter strip shows how close the next FREE claim is.

  • new
    NEW:The claim and merge choice is explained where it is made

    The Deed ready panel offers Claim Land ("Expand your empire with a brand new land") and Claim and Merge ("Improve an existing land: restore its natural resources, with a chance to upgrade its rarity"), because for many players this is the first time the two are put side by side.

Daily quests

Every quest is phrased as "do X", never "succeed at X", and progress accrues from normal play. You can finish a quest without ever having read it. Quests award meter points only: no Gold, no resources.

  • new
    NEW: One new quest a day, three held at once

    The day resets at midnight UTC. At three active quests the day's new one is not assigned, so being away for three days or more means missing quests. Progress already made and points already earned always persist.

  • new
    NEW:Two point bands

    Standard quests pay 30 points and cover things like "Create 2 trade offers in a market", "Visit 3 cities belonging to other players" and "Complete a delve to floor 3 or deeper". Big quests pay 50 and cover "Upgrade a Town Hall in any city", "Declare a festival" and "Deposit a lore fragment into the Great Library", among others. Roughly one quest in four is a big one.

  • new
    NEW:A weekly bonus of 40 points for any five quests

    Five completions inside one week, in any order and on any days. There is no consecutive day requirement anywhere in the system.

  • new
    NEW: The founder line

    Twelve ordered steps, from collecting resources in your first city through to training an envoy skill, each worth 50 points. It does not use your three daily slots and it never expires. Finishing the whole line is 600 points, about six Land Deeds across your first couple of weeks.

  • new
    NEW:One free reroll a day

    Swaps one active quest for a fresh draw. The control stays hidden until the founder line is finished, because before that most of the daily pool is still gated behind an envoy and a Market and a reroll would have nothing to swap to.

  • new
    NEW:Quests only appear when you can complete them

    "Accept a trade offer" is drawn only while open offers from other players exist, "Declare a festival" only when a city is off cooldown and can afford it, "List a diamond on the market" only when you hold a spendable diamond. Nothing in the pool depends on another player acting.

The Goals hub

A dark green toast reading "Quest updated", then "Create 2 trade offers in a market", with a gold progress bar filled halfway and the figure 1 of 2.
Quests fill in from ordinary play, and say so as they do. You never have to open the hub to make progress on one.
The Daily Login tab showing a 13 day streak, a best of 17 days, "Today's reward is claimed", and an upcoming rewards table listing Day 14 and Day 15 at 5 Gold each and Day 30 at 55 Gold, tagged Milestone.
The Daily Login tab is informational: your streak, your best, and what the next days pay. Claiming still happens in the Shop.
  • reworked
    Achievements is now Goals
    WasA nav entry named Achievements leading to a single page
    NowA nav entry named Goals leading to a hub with Quests, Achievements and Daily Login tabs

    The Achievements tab is the same page it always was, composed into the hub rather than rewritten. Arriving from an achievement notification still opens straight on it; every other arrival opens on Quests.

  • new
    NEW: Daily Login tab

    Your current streak, your best streak, the time until the day rolls over and the upcoming rewards track with the next milestone highlighted. Claiming still happens in the Shop, and the tab links there.

  • new
    NEW:Quest progress is announced as it happens

    A progress toast rides the existing notification queue, a completed quest gets a celebration on the board and stays visible for the rest of the day, and a filled meter fires a "Land Deed earned" toast from anywhere in the game that deep links back to the hub. The nav badge counts a new quest, a completed quest and a ready Deed alongside everything else it already cycles.

Achievement Gold rebalanced

Achievements were the main free source of Gold, and most of that Gold was going straight into 100 Gold land claims. Deeds take over that job, so the achievement bank shrinks to what it was always meant to be: a cosmetics budget. Nothing already earned is clawed back.

  • reduced
    Lifetime achievement Gold drops from 2,425 to 805
    Was2,425 Gold across 68 Gold-paying achievements, with single achievements paying up to 200
    Now805 Gold across the same 68, with nothing paying more than 25

    Early achievements keep small but real amounts, mid milestones are roughly halved and the top milestones are cut hardest. A completionist can still bank one Legendary cosmetic and change, or two or three cheaper ones. Every achievement added from here follows the new scale.

  • reworked
    The Carved Oak nameplate moves to Own 10 cities
    Was"Regional Power" (Own 5 cities) awarded the Carved Oak nameplate and no Gold; "Great Conqueror" (Own 10 cities) awarded 50 Gold
    Now"Regional Power" awards 15 Gold; "Great Conqueror" awards the Carved Oak nameplate

    The only cosmetic that changes hands. The City Score 250 banner stays exactly where it is.

Merge upgrade odds

A Land Deed buys one merge, so the odds on that merge decide how long a rarity climb takes for a player who never spends Gold. Every land a new player owns is Common, which is the column that was worst by an order of magnitude. No value went down; several stayed where they were. Figures below are the raw upgrade chance, before nothing: there are no modifiers on this roll.

The Upgrade Chances table as it was. Reading down the Common source column: 10%, 3%, 2%, 1%. The Uncommon column reads 75%, 10%, 5%, 8%.
Before. The Common column is the one every new player lives in, because every land they own is Common, and it was the worst column in the table by an order of magnitude.
The same Upgrade Chances table now. The Common source column reads 50%, 25%, 12%, 6%. The Uncommon column reads 75%, 40%, 20%, 12%. The Rare and Epic columns are unchanged except Rare into Rare, which is 40%.
After. Nothing in the table went down, and every row still rises left to right, so sacrificing a better land is never the worse choice.
  • improved
    Upgrading a Common land
    WasCommon sacrifice 10%, Uncommon 75%, Rare 100%, Epic 100%
    NowCommon sacrifice 50%, Uncommon 75%, Rare 100%, Epic 100%
  • improved
    Upgrading an Uncommon land
    WasCommon sacrifice 3%, Uncommon 10%, Rare 75%, Epic 100%
    NowCommon sacrifice 25%, Uncommon 40%, Rare 75%, Epic 100%
  • improved
    Upgrading a Rare land
    WasCommon sacrifice 2%, Uncommon 5%, Rare 15%, Epic 75%
    NowCommon sacrifice 12%, Uncommon 20%, Rare 40%, Epic 75%
  • improved
    Upgrading an Epic land
    WasCommon sacrifice 1%, Uncommon 8%, Rare 30%, Epic 60%
    NowCommon sacrifice 6%, Uncommon 12%, Rare 30%, Epic 60%

    Taken together, climbing one Common land all the way to Legendary using only Common sacrifices averaged 118 merges. It now averages 28. Higher rarity sacrifices still beat lower ones in every row, so feeding a good land is never a trap.

Buying through another player's Market

Foreign Markets already let an envoy standing in another player's Market create offers through it. The other half was missing: the Accept button was gated on owning the city, so a visitor saw a full board and could take none of it.

  • new
    NEW SKILL:A visiting envoy can accept offers, not just create themCommerce · Tier 3

    UNLOCKS: Make and accept P2P trade offers through another player's Market while your envoy is there. Uses their trade routes for determining eligible buyers and reachable offers.

    Was"Create P2P trade offers through another player's Market", and Accept was shown only to the owner of the city
    Now"Make and accept P2P trade offers", with Accept shown to the owner or to a visiting envoy holding the skill

    Eligibility resolves from your own city first and falls back to the host's trade routes, so standing in a foreign Market never lets you do less than you could from home. A plain visiting envoy without the skill still gets the NPC exchange and nothing more.

  • new
    NEW SKILL:A Market investment carries the same rightPatronage · Tier 4

    UNLOCKS: You earn a share of every trade the owner of a city's Market completes once your envoy has invested in it, sent to your home city: 1.5% / 3% / 5% by tier. You may also make and accept offers through that Market.

    Was"You may also sell through that Market"
    Now"You may also make and accept offers through that Market"

    An active Market investment at a city has always granted the same access Foreign Markets does, and it grants the buy half now too. The card said sell because until this patch selling was the only half there was.

  • new
    NEW:Everything but eligibility belongs to your own city

    Resources are spent from and delivered to your home city, the daily trade allowance is your city's and capped by your city's Market level, and Master Trader and Negotiator apply as they do for any accept at that city. The host earns nothing: there is no market rent and no new cut. The 10% transfer fee is unchanged.

  • new
    NEW:The host's own offers are on a visitor's board

    A city's own listings are hidden from its owner, because those sit under My Offers instead. That exclusion now follows the buying city rather than the city being browsed, so a visitor sees the host's wares, which is the most obvious thing a foreign Market has to sell, and is still spared their own.

  • new
    NEW:A card on arrival, and a bar once you scroll

    The card names the envoy trading here and the city they are trading for, with that city's banner, and shows what it holds of each of the four resources. A resource is tinted red when the city holds less than the smallest amount any offer on the board asks for in it. Scroll past the card and the same facts collapse into a pinned bar. The bar appears at your own city too.

  • improved
    Every Accept button names the city that is paying
    Was"Accept", with nothing on screen saying which city the resources came out of
    Now"Accept" over "for Riverhold", and an unaffordable row reads "Riverhold holds 3,020 metal, 5,849 short"

    The confirm step follows: "You give" becomes "Riverhold gives" whenever the buying city is not the city on screen, and a context line states that the trade goes through the host's market while everything moves in and out of your own.

  • improved
    Offers you cannot reach are hidden when visiting
    WasRows you had no route to sat in the list with a "No route" tile, wherever you were
    NowHidden entirely when visiting, before sorting and paging, so the count and page numbers describe what is actually there

    At your own city they stay exactly as they are: an owner can act on that information by building the route.

  • improved
    The give and receive filters are always on screen
    WasBoth rows collapsed behind a Filter button
    NowBoth rows rendered permanently above the offer list, the button deleted

    Under 640px the chips drop their text labels and show icons only, which is what keeps two rows of five inside a 320px screen.

Seed Investment, and where your envoy stands

Making Seed Investment reachable from the Invest screen last patch exposed a set of defects it had carried while nothing could start it. The whole path is reworked around them.

  • reduced
    One stake per envoy per cityPatronage · Tier 3 · 2 ranks

    UNLOCKS: Stake a resource cache at a city for 1, 3 or 7 days and get it back with +5% / +15% / +40% on top, doubled to +10% / +30% / +80% at rank 2. Each stake matures within 10% of the stated rate.

    WasNo limit at all: fifteen stakes in a row at one city was possible
    NowOne active stake per envoy per city, raised to 2 and 3 by Double Down

    The cap that used to do this job belonged to a skill cut on 4 August, and its base of 1 went out with the skill. Double Down already meant exactly this for the building paths, so Seed joins that rule rather than getting one of its own.

  • improved
    A Seed stake no longer pins your envoy
    WasYour envoy stays at that city for the term, with nothing on screen saying so until travel failed
    NowYour envoy is free to leave the moment the stake is made

    Travel, invest, travel on, come back to collect is the Financier fork's shape, and it is the only shape in which Diversified Holdings can work: an envoy pinned by its first stake could never reach a second city, so the per city counter it pays on could never exceed one.

  • reduced
    A matured stake is collected at its city
    WasCollectable from anywhere, since the envoy could not have left
    NowCollectable only while that envoy is at that city

    This is the trade for freeing the envoy. The stake no longer holds them, but it does want them back.

  • new
    NEW:You choose the term
    WasThe card sent no term, so every stake silently took the 3 day default
    NowThree term pills: 1 day, 3 days and 7 days, showing the rate each pays for your envoy's rank

    The terms and their rates were always in the skill. Nothing could reach them.

  • new
    NEW:The card states what you get and when
    Was"about +30%", which is neither an amount nor a date
    Now"152 to 159 metal on 17 August, 4:12pm", with the duration beneath

    Each stake matures within 10% of its stated rate, which is where the range comes from. Both ends are worked out on the server, so the figure on the card is the figure the collection pays.

  • improved
    Reinvestment is an option you take, not something that happens to youPatronage · Tier 3

    When one of your envoy's investments matures, you may roll its whole return into a fresh term at the same city at a rate 10% better, once per stake. You may still take the payout in hand instead.

    WasHolding the skill meant every collect rolled the whole return into a new stake and paid out nothing, with no opt-out and no way to ever take the money
    NowA matured stake offers Collect and Roll it over, and a stake created by a roll cannot roll again

    The bonus is a single +10 percentage points on the rolled stake's rate. It used to add 10 points per roll, compounding, which is how a 1 day stake reached +130% and 13,700 resources by the tenth day while the player received nothing at any point.

  • improved
    The resource picker is resource pills
    WasA dropdown
    NowFour clickable resource pills, the same pattern the Market uses

What the investment cards say

Every path now renders in the same order: what it is, where your envoy has to be, what you choose, how much, what you get, what you already hold, and the button. The numbers on them are the numbers you are charged.

The School Donor card. A Resources and Gold switch sits on the HOW MUCH label line above three tier tiles, each showing a wood and clay cost, an OR divider and a struck-through Gold price. Below, a green box headed YOU GET reads "+25% Cultural Influence from training completed in this School", then "Duration: 3 days".
The shared card anatomy. The currency switch sits directly above the prices it changes and strikes through the one not in use, and the benefit box names a modifier rather than promising an outcome, with its duration on its own line at the foot.
  • reworked
    Venture Fund runs one fixed 7 day termPatronage · Tier 4

    UNLOCKS: Send your envoy to another player's city and fund it with diamonds. Each diamond draws 2% of that city's daily output of its primary resource every day of the 7 day term, and the city's own production rises 5% while you are invested. Yield you have not collected stops building up after 5 days.

    WasA choice of 7, 14 or 30 days, with a multiplier on the rate that the card never showed
    NowOne 7 day term and no term control, stated as "Duration: 7 days" like every other fixed term path

    The multiplier is what made the card wrong: the rate quoted was always the 7 day rate, so tier 2 at 14 days read +4% and paid 4.8%, and tier 3 at 30 days read +6% and paid 9%. With one term the rate a tier quotes is the rate it pays. Ventures already running under a 14 or 30 day term keep paying exactly what they were sold at until they end.

  • new
    NEW:Venture Fund is priced in three diamond tiers
    WasA free-typed diamond amount
    Now1 diamond for 2% of daily output, 2 for 4%, 3 for 6%

    Not new numbers: the rate has always been 2% per diamond. This is the same rate expressed as a tier grid so the card matches every other path.

  • improved
    City Sponsor names its resource before you pay
    WasThe boosted resource was rolled at random when the investment was created, so nothing could name it beforehand
    NowWorked out from the city and the envoy, quoted on the card, and charged on exactly what was quoted

    Only extractors the host has actually built are eligible, which the random roll never checked. A host with no extractor at all cannot be sponsored on this path and the card says so, rather than naming a building that is not there. The same two cities and envoys always give the same answer, so two investors at one city can back different extractors. The host can still retarget the boost afterwards, and the card says that too.

  • improved
    City Sponsor states up front that your envoy stays
    WasThe pin was real and unmentioned until travel failed
    Now"Your envoy stays at this city for the whole term. They cannot travel until it ends on 17 August. However, they CAN still perform other actions in the city like Checking into a Hotel or Learning at a School."

    Absentee Patron lifts the pin as well as the requirement to travel there, and its card carries a green version of the same notice.

  • reworked
    Benefits state the modifier, not the outcome
    Was"Training here finishes 15% sooner", "A room kept for your envoy, even when the Hotel is full"
    Now"-15% training time in this School", "Guaranteed room in this Hotel, even when it is full"

    An outcome stops being true the moment anything else touches the same number. A modifier is always true. Every benefit line follows the rule now, all of them sit in one green box, and each box ends with its own Duration line.

  • reworked
    Expedition Sponsor describes what it has always doneCommerce · Tier 5

    UNLOCKS: While your envoy is visiting a city, fund an exploration for that city's owner, or for any other player's envoy currently in the city with you. When their envoy completes that exploration, you receive a copy of the same discovery rewards: resources, lore fragments and Cultural Influence. Their rewards are not reduced. You cannot sponsor your own envoys, and it applies to explorations only, not wonder visits.

    Was"Fund another player's exploration and take a share of what they bring back"
    Now"Fund another player's exploration and receive a copy of everything they bring back"

    A copy is what it always paid: the same resources, the same Cultural Influence and the lore fragment, with the explorer's own find untouched. The description said otherwise. This is a copy correction, not a change to the reward.

  • removed
    Double Down's Hotel and School clausePatronage · Tier 3 · 2 ranks

    Your envoy runs 2 / 3 separate investments of the same type at one city by rank. Each keeps its own term and pays on its own. Sponsored expeditions become charges instead, one spent per exploration.

    Was"Hotel and School investments are limited to one"
    NowRemoved

    It could never apply. Double Down is on the Financier fork and Hotel Patron and School Donor are on Patron, so no envoy has ever been able to hold both.

  • new
    NEW:A matured stake is findable from the map

    A city where you have something waiting gains a badge in the nameplate's existing badge slots, beside the cultural landmark laurel and the festival icon, and its row in the Nearby drawer gains a gold Collect chip. Freeing the envoy means a matured stake can be anywhere, so it should not need hunting for.

  • improved
    The currency switch sits above the prices it changes

    For a Market Leverage holder both prices always render, with the switch striking through the one not being used so the comparison stays visible. Without the skill neither the Gold price nor the switch renders at all, and the tiles are shorter for it.

Fixes

  • The self-trade warning is reachable.

    Every self-trade check compared a field no response has ever set, so both the row badge and the confirm step's doubled-fee warning were unreachable on every board while the trade itself went on charging 20%. Trading between two of your own cities is legitimate, so the warning has real work to do.

  • A trade row quotes the fee that buyer actually pays.

    Both row labels stated their percentage as a fixed figure, so a Master Trader, who loses nothing in transit, was promised 20% by the row and 0% by the confirm step it opened. The row reads the same figure the confirm step has always used.

  • No broker is paid to bridge a city to itself.

    A city holds no trade route to itself, which both the listing and the accept path read as "unreachable" before falling through to a broker search with the same city on both ends. Any broker-holding city with a single route to it matched, so buyer and seller each lost 5% of their leg to a city that had bridged nothing. Reachable in ordinary play, on an offer posted through the very market you are standing in.

  • A row can no longer promise a broker cut the accept will not take.

    The listing tried a broker before the host's own route while the accept path tried them the other way round, so a row could announce "via broker, keeps 5% of each side" on a trade that then completed through the host's route for nothing.

  • The Nearby Collect chip and the nameplate stake badge reach you.

    The map request sent no credentials, so it always took the anonymous path and the two facts that drive those markers could never be returned to anyone.

  • An investment refusal says why.

    Eight investment actions showed a generic "Investment failed" or "Collection failed" toast in place of the specific reason the server had sent.

  • One Deed meter per screen.

    On the claim and merge pages the meter hint strip and the "or earn it FREE" panel each carried their own copy, so with a target selected, no Deed held and not enough Gold, the same 55 / 100 appeared twice on one page. Both now read one flag.

  • An uninsured claim and merge paid with a Deed says FREE.

    It totalled "Gold cost 0", where FREE is the word the rest of the flow uses for the same thing.

  • The homepage no longer offers "over 0 Gold" from achievements.

    The FAQ answer rounded the lifetime achievement total down to the nearest 1,000, which was fine at 2,425 and read as zero at 805.

  • "Seed Investment" states its per-city limit on the holdings row.

    The row reported no limit at all, matching a code comment that claimed Seed Investment never had one. It had one until 4 August, and it has one again, so the row now reads it.