Envoy Levels, New Art and Delving Lore
17 August 2026
Cultural Influence levels 31 to 50 are far dearer than they were, and every envoy above level 30 has been relevelled against the new curve. Levels 1 to 30 are untouched. No envoy drops below the level its already spent skill points require, so nothing you have spent points on is taken back, and every prior level was recorded first so the whole change can be reversed while the new curve is measured.
Two faucets that made the old curve trivial are closed alongside it. Trade Caravan paid out on every single arrival at a route linked city, with no cooldown and no cap, which made shuttling one envoy between two cities far and away the fastest way to level; it now delivers once a day to any given city. Grand Tour banked on every arrival while only new owners advanced its count, so revisiting the same owner accumulated without limit, and it now counts only the arrivals that actually advance the tour.
32 pieces of art land for the envoy rework, and all of them are shown below. Most replace icons borrowed from unrelated features, where one real feature was indistinguishable from another on screen, and the rest go to surfaces that carried no art at all.
The Invest screen and the skill tree headers are rebuilt around that art. The Invest screen now says which city you are funding, gives the envoy paying for the stake a bar of its own, reads the owner's last activity in days rather than as a raw calendar date, and sends you to the right city when you click its name.
Delving is reworked around lore, starting with the fact that it has never once handed you a fragment it rolled: every one was recorded on the way down and dropped on the way home, and that path is now connected. Epic fragments become reachable, lore becomes a quantity rather than a capped chance so a lore bonus deep in a ruin buys something instead of nothing, and three encounter choices that ask you to forfeit an entire run stop being traps.
Preparing for a delve is repriced from a rounding error into a real decision, with Insured Cargo and Thorough Preparation reworked around the new prices.
Cultural Influence and envoy levels
Levels 1 to 30 are untouched. From 31 the curve becomes exponential in five level bands, each costing about 2.6 times the one before, so the endgame cannot be walked through by any faucet that scales linearly with the number of actions you take. Two such faucets are closed here as well.
- reducedLevels 31 to 50 cost far more Cultural InfluenceWasLevel 40 at 21,485 lifetime Cultural Influence and level 50 at 41,620, each level costing a few hundred more than the lastNowLevel 40 at 32,650 and level 50 at 190,834
Level 31 is very slightly cheaper than it was, at 10,105 rather than 10,175. Everything above it is dearer, and the gap widens with height: the step into level 50 alone is 32,294, which is more than the old curve charged for all fifty levels put together. This curve is provisional and under measurement.
- reducedEvery envoy above level 30 was relevelled against the new curveWasEnvoy levels stood where the old thresholds had put themNowEach envoy sits at the level its lifetime Cultural Influence buys on the new curve
No envoy drops below the level its already spent skill points require, so nothing you have spent points on is ever taken back or left owing. An envoy that spent every point it had keeps its level outright; the floor only bites where points were banked. Every prior level was recorded before the change so the whole recalculation can be reversed while the curve is being measured.
- reducedTrade CaravanCommerce · Tier 4 · 3 ranks
When your envoy arrives at another city linked to its home city by a completed trade route, it delivers goods to that city. The delivery is a share of that city's hourly production of the resource it is weakest at producing. Your envoy earns Cultural Influence based on the amount delivered. Rank 1: 25%. Rank 2: 50%. Rank 3: 100%.
WasEvery arrival at a route linked city paid out, with no cooldown, no cap and no throttleNowOne delivery per envoy, per destination city, per dayA caravan arrival was paying 250 to 290 Cultural Influence against 2 to 4 for the arrival itself, which is why two earlier rounds of arrival cuts did not slow levelling at all. Shuttling an envoy back and forth between two linked cities is no longer the fastest way to level in the game. The skill is untouched for a trader who moves between different cities.
- reducedGrand TourDiplomacy · Tier 3
Your envoy visits 5 different players' cities without going home, then earns bonus Cultural Influence equal to everything those arrivals paid. The count starts again after it pays out, and resets if your envoy goes home first.
WasEvery arrival added to the banked total while only a new owner advanced the count of 5, so revisiting the same owner accumulated without limit and paid out in one uncapped awardNowOnly an arrival at an owner the tour has not counted yet adds to the totalEvery in flight tour was reset to zero with this change, for every envoy, at whatever point it had reached. Every banked figure was produced by the old rule and none of them can be told apart from an honest one row by row, and the history needed to recompute them was never recorded. Resetting everyone evenly was the only correction that did not single out particular accounts.
Art for the envoy rework
The envoy skill and investment rework shipped with 26 icons borrowed from unrelated features, so a real feature was indistinguishable from a different real feature on screen. Those 26 land here along with 6 additions.
Investment paths
Hotel Patron
School Donor
Silent Partner
City Sponsor
Seed Investment
Market Leverage
Venture Fund
Expedition Sponsor
What a stake is doing
Active
Matured
Pending collection
Locked
Skill tree emblems
Commerce
Diplomacy
Scholarship
Exploration
Patronage
Envoy skills
Due Diligence
Founding Partner
Diversified Holdings
Endowment
Deep Reading
Envoy actions
Invest
Send a Runner
Grand Itinerary
On the map
Pathmaker road
Festival
Grand Festival
Lore trace
Elsewhere in the interface
Grand Tour streak
Temporary Embassy
Unspent skill point
- improved32 icons land, and 26 of them replace art borrowed from other featuresWasPathmaker's road, Send a Runner and the Invest action all drew the trade route icon, and both festival tiers drew the same celebration iconNowEach has its own art, and the six surfaces that carried none at all now have some
Citizen Management's Apply button also gains the citizen at work icon at the same 53px the Collect Resources button uses, and that button row stacks on narrow screens where a 53px icon and its label no longer fit a half width button.
- improvedA Grand Festival draws its own marker on the mapWasEvery festival marker on the world map drew the ordinary pavilion, because the two festival tiers named the same placeholder fileNowA Grand Festival is distinct from an ordinary one at a glance
- improvedAn investment card shows what the investment isWasThe Invest screen showed the funded building and nothing else, so Hotel Patron and a Hotel were one picture, and the four paths that fund no building had no art at allNowThe card leads with the path's own icon and keeps the level badged building thumbnail beside it
The two answer different questions. The building art says what is at this city and how good it is; the path icon says what this investment is.
The Invest screen and the skill trees
Two screens a player reaches constantly, neither of which said what it was.

- improvedThe Invest screen leads with where you are investingWasNo title at all, so a player arriving from a map popover met a bare city name, an identity strip and an unrelated list of statisticsNow"Invest at <city>", with the city's banner, name, owner nameplate and score read as one object
- improvedThe envoy funding the stake gets its own barWasThe envoy appeared as three stacked lines and a fourth paragraph repeating the city named directly above itNowA 56px portrait with the name, home city and level on two lines
The old fourth paragraph was the outlook row "Paid from" moved out of the host city's statistics, where it read as if the host paid. The envoy's own line answers it, and the full explanation of which city pays stays on the tier selector directly above the prices, where the question actually arises.
- improved"Owner last active" reads in daysWasThe server's raw calendar date, leaving you to do the arithmetic while deciding whether to commit resourcesNow"Yesterday" or "3 days ago", coloured by recency, with the exact date still on the cell
- improvedBack names where it goesWasA bare "Back" on its own row above the titleNow"Back to <destination>", sharing the title's row
The Invest screen has four entry points and three of them are city pages, so the label follows the one you came from. Arriving by deep link, bookmark or refresh names the host city and goes there, rather than falling back to an unlabelled button.
- improvedDue DiligencePatronage · Tier 3
UNLOCKS: On the Invest screen your envoy shows an exact projected return worked out from that city's own history instead of a range, and every Hotel, School, Market or Town Hall investment it makes costs 10% less.
WasNamed as plain text on the Invest screenNowA skill reference carrying its tree, tier and exact effect, like every other named skill - improvedThe skill tree header names its way outWasA bare arrow glyph in the header, roughly 18 by 18 pixels of hit area against a 44 pixel touch minimum, naming no destinationNowA full width row reading "Back to all skill trees", with the tree emblem doubled from 28px to 56px
Lore fragments from delving
Delving has rolled lore fragments since encounters shipped, recorded them into the run's haul, and then never materialised them when the haul was banked at home. Fixing that one chokepoint covers all three sources at once: an ordinary delve, a Runner's delivery, and the fragment Manuscript Preservation salvages from an injury.
- improvedA delve gives you the lore fragments it findsWasEvery fragment a delve rolled was recorded on the floor it was found on and then discarded when the haul was deposited at homeNowThe fragments a delve rolls arrive in your journal with the rest of the haul
Fragments authored against a minimum ruin depth are also awardable now, which is most of the library's deep material. Before this, the pool a depth 10 delve could draw from held one legendary and two epics.
- newNEW: Epic lore fragments drop from delves
Epic was missing from every depth's tier weighting, so a delve could not produce one at any depth. It enters at depth 7 and rises with depth: 7% at depth 7, 12% at depth 8, 18% at depth 9 and 30% at depth 10. The Possible Haul distribution bar carries the sixth slice to match.
- improvedLore is a number of fragments, not a capped chanceWasA flat 20% plus 10% per depth chance of one fragment, capped at 100%, so depth 8 and deeper were certain to find exactly one and a lore bonus on top bought nothingNowAn expected count of 0.2 plus 0.1 per depth with no cap, so depth 10 expects 1.2 fragments
The whole number is fragments the floor certainly yields and the fraction is the chance of one more. Depth 10 is one fragment for certain plus a 20% chance of a second. A +50% lore choice at depth 9 used to buy exactly zero, and at depth 7 bought a third of what its label said.
- improvedThe Possible Haul box says how many fragments, not just their tierWasThe lore box named the six tier slices and implied a flat one fragment at depths 9 and 10NowIt reads "1 for certain, plus 20% of another" beside the same tier slices
The tier slices were always right. The disagreement lived entirely in the quantity, which the old shape had no room to state. Nothing is stated when nothing is guaranteed, because the bar's own None slice already covers that.
- improvedThree terminal encounter choices stop being trapsWas"Break the seal", "Open it, and make this floor your last" and "Open it, and spend what is left of the day inside" each forfeited every resource in the run and ended the delve for a doubled lore chance that the cap had already spentNowEach pays 2.75 times the expected fragments and shifts the tier pool toward better fragments
All three are still terminal and still cost the whole run's resources. Two of the three previously had no tier shift at all.
- reworkedA lore choice shifts the tier pool rather than upgrading the fragmentWas"one tier higher", which described a guaranteeNowWeight moved toward the better tiers, described as better odds
The engine has redistributed weight rather than upgrading a rolled tier since this rebalance. The old wording promised something it no longer does, and "+50% lore discovery chance" promised something the game could not keep at depths 7 and 9 either.
- improvedAn encounter choice with several consequences reads as a listWasFour consequences stacked under one heading and ran together as a paragraphNowThey bullet, per heading. A lone consequence still reads bare.
Preparing for a delve
Preparation is offered at depths 6, 8 and 10 and costs a share of the resources and Cultural Influence the run has banked so far. Lore fragments are never spent on it. The safe outcome bonus each tier buys is unchanged at 5, 12 and 20 percentage points.
- reducedPreparation costs ten times what it didWasLight 3%, Medium 7% and Full 12% of the run's banked haulNowLight 30%, Medium 60% and Full 90%
An envoy standing at depth 10 holding 400 wood, 200 clay and 30 Cultural Influence pays 360 wood, 180 clay and 27 Cultural Influence for Full, where it used to pay 48, 24 and 3. At the old prices preparing was free value and there was no reason not to. Full stops at 90% rather than 100% because at 100% the stake being protected is zero the moment you buy, and a severe injury would then threaten nothing. All figures are before Insured Cargo.
- improvedThe preparation panel says what deep preparation costsWas"Spend part of the resources and Cultural Influence gathered so far to improve your odds on the next floor."NowThe same line, followed by "Preparing deep costs most of what you are carrying."
- reworkedInsured CargoCommerce · Tier 3
Your envoy prepares a delve for half the usual price. Every tier costs half what it would without this, so preparing deep stops meaning spending almost everything you are carrying.
WasLight 2%, Medium 5% and Full 9% instead of 3%, 7% and 12%, a saving of one to three percentage pointsNowHalf of every tier: Light 15%, Medium 30%, Full 45%Stated as a ratio rather than a table of percentages, so it cannot go stale the next time the tiers move. At the new prices this is worth 45% of a run's banked haul at Full, where before it was worth 3%.
- reworkedThorough PreparationExploration · Tier 3 · 2 ranks
Preparing before a delve raises your envoy's chance of a safe outcome. Each rank adds to that: +5% at rank 1, +10% at rank 2, on top of whatever the preparation itself buys.
WasMultiplied the tier's own safe bonus by 1.5x at rank 1 and 2x at rank 2NowAdds a flat 5 or 10 percentage points to itDepth 6 carries only 20 points of injury risk in total, so Full already consumed the whole pool there and multiplying it bought the skill nothing. Surplus bonus now buys down the dead end outcome instead of evaporating, but only once every injury outcome is already at zero: preparation never trades away the friendly result while a real one is still on the table. At Light this is a straight gain (10% or 15% against 7.5% or 10%); at Full it is smaller than the old multiplier (25% or 30% against 30% or 40%) and lands where the old one could not.
Fixes
- "Deep Reading" draws an icon instead of a broken image.
Both the button on the wonder panel and the survey it opens pointed at a file that does not exist, so the icon slot rendered as a broken image everywhere the skill appeared.
- The Great Library states what studying a fragment is worth.
The deposit modal worked the Thesis reward out as 20 Cultural Influence per rarity tier against an actual award of 100, understating it fivefold and hiding the deposit versus study decision entirely. The skill card has always said 100 for a Common up to 500 for a Legendary, which is what the game pays.
- The city name on the Invest screen goes to that city.
It linked to a route the router redirects to your OWN empire page, so every player clicking the name of the city they were funding was sent to their own empire holding a land id they do not own. An investment target is by definition somebody else's city.
- "Foreign Markets" says make and accept.
The card described creating offers only, which was the whole feature until buying through another player's Market shipped. It now names reachable offers alongside eligible buyers, since the host's routes answer both directions.
- "Silent Partner" says make and accept.
A Market investment grants the same right by another route, so its card and its outlook line move in step with Foreign Markets.