Rich Tooltips & Festival Reports
19 October 2026
Every unclear figure, chip, badge and term in the game now opens a card when you tap it, saying what it is and where it comes from. Most of you play on a phone, where the old hover bubbles never opened at all, so a lot of numbers went unexplained. City and empire bonuses, envoy levels and buffs, skills, delve odds, travel range, shop rarities and much more now explain themselves, and a greyed-out button tells you why when you tap it. This change came from you: many of you asked how certain things worked, and thank you for asking. Please keep the questions coming. If you find yourself coming to Discord to ask about something, it usually means the game does not explain it well enough, and that is exactly the feedback I need, so don't stop asking.
Festivals now come with a report. A host spends a lot of resources on a festival and used to learn almost nothing back; the Festivals pane now shows who came, who was visiting your city for the first time, what your city and its guests earned, and what the festival returned for what it cost. Festivals are also announced on the map to players nearby, so a Festival is no longer something only its host knows about.
School Ties envoys can keep learning while their route establishes, the last skill tier now needs a higher School level than the one before it, a delve toll you cannot pay now offers something else in its place, and a round of fixes lands, among them countdowns that finished early on devices whose clock runs fast.
Tooltips
The city page, My Empire, envoys, Schools, the Market, merging, the map and Nearby, travel, delving, wonders, the Journal and Library, quests, leaderboards and the shop are all covered. A term with a card has a dotted underline. The navigation tabs, the account button and the Steward drop their hover bubbles and open no card, because a tap there acts rather than explains, and icons that already have their name beside them drop theirs too.

Before: a hover bubble that a phone never shows 
After: the land rarity card 
A player's Cultural Influence, envoy by envoy 
An envoy's status, with every colour explained Gains are shown in green and penalties in red. A Mentor city gets no Mentor bonus itself, a teaching city does not count itself, Foundation gives its own city -10% instead of -50%, and Cradle includes its own city. The Foundation and Cradle chips now say "tiers 1-5" and "tiers 1-10" instead of "L1-5". The Empire Score on My Empire and on a public profile now opens as the sum of its cities, and a public profile's Cultural Influence as the sum of its envoys.

Mentor: what four Mentor cities add up to across the empire 
Teaching: the stacked bonus, and which cities teach Where a buff came from is recorded when it is granted, so it shows for buffs granted from this update on, for example "Riverhold Hotel, Level 5", "Exploring Forest tile (12, 8)", "Bought with diamonds" or the ruin and floor of a delve. The Hotel rest buffs say their rank is set by the Hotel's level, and a Hotel rest tier's card says which Hotel levels give it and after how many hours. Account buffs on My Empire and in the collection box say what granted them (the Welcome package, or the welcomer's track step) and when they end, in UTC.
On envoy rows, the map, the Steward's report, leaderboards and delving. The level card counts Long Road in the range it gives. An envoy row's Range opens a card naming the level the envoy next gains range at, with Long Road's tiles as their own row, says it leaves buffs out, and its status dot has a colour key.
The card now ends with "Taught at a School of level N or higher.", the lowest School level that teaches that skill's tier. Rank pips and capstone ribbons open cards too, and a tree's points say they must be in this tree, at a School of the right level.
CAPSTONE and UNLOCKS A NEW ACTION open cards, a legend says what the rank boxes mean, skill points say where they come from, and the tree bar says what its number discs count.
For example the Market's accept button ("Not enough Stone: Riverhold holds 120 of the 300 Stone this needs."), No route, an offer's parts other buyers already took, Smart Upgrade with no city in scope, Circuit Full, Add Waypoint and out-of-range stops when planning travel, Nearby's type chips while the trade route filter is on, Travel in Nearby, and a world wonder's survey cooldown, in UTC. While an envoy's trade route is unclaimed, Nearby says "Travel locked until the trade route is finished" once, at the top.
The / cap figure on the resource bar breaks the ceiling down (Storehouse level, Stockpiler, Expansion, The Welcoming, Storage Vault, Logistics Specialist, Storehouse citizens), adding up to the real cap. A collection range names its rarity, terrain, masteries, citizens and Diamond-Tipped. The upgrade card names the masteries that shorten a cooldown, the cities behind a Foundation or Cradle discount, and the account build discount (Foundations Laid or Skilled Hands), which was applied without a word. The Adjusted heading shows this level's base range, each modifier and the result. Land rarity, City Score, Inheritor chips, deposits, Sponsors and the mastery ability chips (Overdrive, Rush Order, Distribution Hub, Artisan) open cards too.

A City Score, term by term, naming the mastery behind it Every city on the map now has a hover card explaining its score star and its nameplate badges, including a festival's end in UTC. Every figure, chip and badge on a Nearby row opens a card. Range breaks down into level, Long Road and Wanderlust with the city it is measured from, and a lowered exploration cost names the buffs that lowered it. The delve's outcome odds, depth bar, toll, preparation and first-discovery bonuses open cards, and the envoy tracker's count says how many envoys are waiting on you.

What opening a trade route here would take and pay 
A School's level, and the skill tier it teaches up to A transfer fee's card gives the base fee, the doubling on a trade with your own or a linked account's city, and the skills that cut it. Upgrade Chance on the Merge page gives the kept city's odds for every rarity of sacrifice, with this merge marked. A shop rarity says which Town Hall level it needs to buy and your highest, Prestige says it is bought with Diamonds only and where Diamonds come from, and the Patron ribbon says what the Gold Pass day is.
Each envoy can explore a tile only once. A lead can appear on a tile your envoys have already explored, and whichever of your envoys explores it next claims it. In Nearby, a lead this envoy cannot explore is marked "Already explored by this envoy" in red, beside Travel, and listed after the leads they can claim. The map's tile hover now says which of your envoys explored a tile, which is what the solid footprint (this envoy) and faded footprint (another of your envoys) mean, and a lead's card explains the same.
Festivals
While a festival runs, the report sits under its countdown. Once it ends, a summary of your last festival sits above the two festival cards and opens the same report. It shows where your city's Cultural Influence came from, your top three guests, every guest (tagged First visit for a player's first visit to your city, or New envoy for a returning player's envoy), what your guests got, what you paid and the Cultural Influence it earned per resource spent, and your city's festival records. Linked accounts count as one player. Only you can see your report.

Before: a festival said only that it was underway 
After: the festival report, with its guests, earnings and where they came from 
What the festival cost against what it returned, and the city's festival record UNLOCKS: Spend resources at your home city to declare a Festival lasting 24 hours, on a 7 day cooldown. Every envoy arriving during the Festival earns 50% more arrival Cultural Influence, and at least 25 for attending, once each. Your city earns 25% of each arrival on top of its usual host share. Players with a city or envoy within 5 tiles are told it has begun.
The notice names the host, the city and its tile, and tapping it opens the festival's tile. A player who was away when it began is told on their next visit to the map, as long as the festival is running.
UNLOCKS: Your Festivals last 72 hours, arriving envoys earn 100% more Cultural Influence and at least 50 for attending, once each, and your city earns 40% of each arrival. The cooldown stays at 7 days. A Grand Festival is announced to every player with a city or envoy within 10 tiles.
WasUNLOCKS: Your Festivals last 72 hours, arriving envoys earn 100% more Cultural Influence and at least 50 for attending, once each, and your city earns 40% of each arrival. The cooldown stays at 7 days. A Grand Festival is announced to every player within travel range.NowUNLOCKS: Your Festivals last 72 hours, arriving envoys earn 100% more Cultural Influence and at least 50 for attending, once each, and your city earns 40% of each arrival. The cooldown stays at 7 days. A Grand Festival is announced to every player with a city or envoy within 10 tiles.The announcement used to reach only players online at the moment it began. It now waits for anyone who was away until their next visit to the map, as long as the festival is running.
Gameplay
UNLOCKS: Open a trade route with a city by learning at its School. When your envoy learns skills or attends a lecture at another city's School, a trade route with that city starts establishing at the same time. Your envoy stays in that city until the route is ready, and can keep learning skills or attend a lecture there meanwhile. The route is ready 30 minutes after it starts, or when the last lesson or lecture ends if that is later.
WasUNLOCKS: Open a trade route with a city by learning at its School. When your envoy learns skills or attends a lecture at another city's School, a trade route with that city starts establishing at the same time. It is ready 30 minutes after it starts, or when the lesson or lecture ends if that is later.NowUNLOCKS: Open a trade route with a city by learning at its School. When your envoy learns skills or attends a lecture at another city's School, a trade route with that city starts establishing at the same time. Your envoy stays in that city until the route is ready, and can keep learning skills or attend a lecture there meanwhile. The route is ready 30 minutes after it starts, or when the last lesson or lecture ends if that is later.An envoy who finished a short lesson used to sit idle for the rest of the half hour. The enrol screen and the lecture card say when the route will be ready, since a long lesson holds it to its end. This applies to routes School Ties opens; a route opened with Create Trade Route holds the envoy from every action until it is ready.
- WasLevels 7 and 8 taught up to Tier 4, then level 9 taught every tier up to Tier 6NowLevels 9 and 10 teach up to Tier 5, and level 11 and higher teach Tier 6
Each School tier now arrives two levels after the one before it, so the top tier no longer comes at once with the capstones. Skills your envoys already know are kept, and a lesson already under way finishes as enrolled.
- WasA toll that would take nothing, such as dressings with no clay to give or the split with an empty pack, let you through for free with its full rewardNowThe choice is locked with the reason, for example "You are carrying no clay to give.", and the encounter offers its stand-in choice instead
"Clear the mouth of the crawl as you pass" (instead of leaving your timber): 25% fewer resources on that floor, and floors take 12% less time for the rest of the delve. "Rest at the niche before going on" (instead of the dressings): that floor takes 25% longer, and minor injuries need 50% less recovery for the rest of the delve. "Mark where the split runs and follow it down the long way" (instead of dropping everything): that floor takes 50% longer, and the dead-end chance is halved, from 5% to 2.5%, for the rest of the delve. A stand-in choice appears only while its toll is locked, including when a runner sent from the floor above locks it.
- WasDepths 5 and 7NowDepth 5
From depth 7 there are too few floors left for quicker floors or easier recoveries to be worth what they cost.
Interface
On a banner the band lies over the ground beneath the cloth; on other cosmetics it sits under the art, so it never covers the item. A cosmetic you earn rather than buy reads "Earnable for", or "Claim within" once earned, instead of "Leaves the shop in".
R read as a buff's rank. The learning and success lines say Tier too.
- improved: School: the phone's lesson bar now shows the skills, time and skill points left in one block beside Start Learning, and says how many points a plan is short
- improved: My Empire: added a "Set a name" link beside your name while you have not chosen one, in place of a hint only a hover could show
- improved: Map: the envoy menu now lists the actions you can take first, with greyed-out and info-only ones below them
- improved: Change log: an opened change's screenshots now sit side by side where they fit
Best Cities, Empire Builders, Cultural Capitals, Cultural Empires and Grand Investigators explain their scores, and the Merge Masters breakdown opens the points per rarity that add up to the score.
Fixes
- My Empire's Teaching chip showed +5% per teaching city; it now shows the real +7.5%
- My Empire's Teaching chip for the Clay Pit read "Teaching Clay"; it now reads "Teaching Clay Pit"
- The Town Hall upgrade list had the Homestead at Town Hall 5 and the School at Town Hall 8; it now shows the School at 5 and the Homestead at 8
Tapping it opens the full requirement, on a phone too.
- Inheritor showed a "Plains" chip, although Plains gives nothing; the chip is gone
- The daily login toast showed its bonus as "+Ng bonus"; it now shows the number, then the gold icon
For example an extractor showed "Ready to Collect" while its cooldown was running, and every click was refused. Countdowns, arrivals, lessons, delves, recoveries, investments, festivals, buffs, quest resets, land price drops and cooldowns now follow the server's clock.
- "Diamond-Tipped" said "No diamonds available" when your diamonds were in another city; Sharpen now uses the diamonds across all your cities, as the charge does
- The School offered Learn Skills and Lecture to an envoy checked into a hotel, and refused only at Enrol; both are now greyed out with the reason
- The School's Learn reason read "This envoy is trade route unclaimed"; it now reads "This envoy is establishing a trade route"
The roll already used the protected odds; the bar now shows them.
- Delve encounter rule lines such as "no dead ends" started in lower case; they now start with a capital like the rest
It now arrives on that tile, visiting the new city if one has been founded there.
- A banner chosen for a city before anything else about it was customised was never saved, and vanished on the next visit
The city's hover card no longer names the terrain under the pointer, which changed as the pointer crossed the plate.
- Below 200% zoom, a city's nameplate vanished as the pointer moved onto it, before it could be clicked
- The "View City" button in the envoy menu for an envoy at a hotel used the wrong icon
- A letter's closing line was set small, italic and faded; it now reads at the same size as the letter, in bold
- The map's envoy count added other players' envoys on their way to your cities to your own; it now shows your envoys and how many are incoming separately
- An envoy heading for any tile of your land, such as the wilderness beside your city, was listed as incoming to "your land"; only envoys travelling to one of your cities are listed now
- The map's envoy list showed no progress bar for some timed actions, such as Negotiating trade, Recovering, Delving, Investigating, Decoding and a residency; every action with a countdown now fills its bar
