Envoy and Map Improvements, Enduring Changes & Stronger Merges
4 November 2026
This update is mostly about making the game easier to use, and most of it comes straight from player suggestions. The common thread was that the information was already in the game but hard to reach, so the map can now highlight exactly the places you care about, the Nearby list filters, sorts and points at places on the map, and a travelling envoy can be clicked like any other, including to turn back with the new Cancel Travel. Every envoy status on My Envoys now opens a small menu with the action it needs, and Walk Home and Instant Recall ask before your envoy moves. Wonder investigations on phones now use upright frames made for each wonder, with far more room to read. Auto-explore can be limited to the hours you choose, auto-upgrade can be set once for your whole empire, extractors show how close they are to ready, and experienced players can skip the opening tutorial.
The second big change is to land merges and Enduring. Merges are meant to be the long-term upkeep every land pays, but Enduring stopped depletion completely and skipped that upkeep entirely, and the game also wrongly showed Epic and Legendary land as having infinite resources. Enduring now greatly slows depletion instead of stopping it, and every land shows its real amounts. To balance that, merges into higher level cities now bring far more resources, all of a land's Diamonds now move across, and Legendary land can be merged into. Every city that held Enduring, and every Epic and Legendary city, gets one free land merge for the next 7 days to make up for the change.
Trees planted at the Evergrove now pay far more Cultural Influence when they mature, whichever one grows, because two weeks of waiting was paying less than a single visit. There are also a number of fixes, mostly to wonder offerings and to auto-explore questions that could get stuck on screen.
Envoys & the Map
Open it from the new button among the map controls. Each row cycles through its states when tapped and shows how many places match: Other players' cities can be All, Openable trade routes or Established trade routes; Ruins All, Unexplored or Explored; Wonders All, Available or On Cooldown; the rest On or Off. Matching places get a gold frame and envoys a gold ring, and their nameplates stay visible at any zoom, placed so they never cover each other, the map controls or the panel. The "For envoy" picker at the top chooses whose range and progress the envoy-specific states are judged for, and those states only light places within that envoy's current range. Clear all turns everything off, and the highlight resets when you reload. While Nearby is open, the map follows Nearby's chips instead.

The same panel on a phone 
Highlight on map, with a For envoy picker and a count on every row - WasEach chip hid or showed one type of place, with a separate chip for trade routesNowChips add together, and no chip on shows everything. Wonders: All, Available, On Cooldown. Ruins: All, Unexplored, Explored. Cities: All, Openable, Established (Openable needs the Trade Routes skill). Built Wonders and Observations: On or Off. A blue In Range chip narrows whatever else is on
The line under the chips spells out what is showing, in each filter's colour, for example "Ruins + Cities + In range only".

Chips add together, and the line under them says what is showing Hovering never moves the map; a first tap on a phone moves the place into view. A pointer at the edge of the map, drawn above the map controls, shows the direction of a place that is off screen. A locked row gets a brighter border, and a pill over the map shows the place's name and distance, with a button to release it. Clicking the same row again also releases it, and another row moves the lock.

On a phone, the first tap shows the place 
A locked row, with its place framed on the map Best groups places by type and puts the most worthwhile first: wonders by the Cultural Influence they would pay, ruins whose depth nobody knows yet first (you could be the first to reach the bottom) and then the deepest, and cities by their estimated Cultural Influence. Built Wonders and Observations stay in distance order, and so do ties.
- improved: Nearby: with the list open, tapping a tile on the map now goes straight to Travel Confirmation for that envoy, and its back button returns to Nearby
Popups opened as the pointer passed over rows while scrolling and then blocked the wheel. Popups elsewhere in the game are unchanged.
Cancel Travel takes Walk Home's place in the action menu while your envoy is travelling, and asks you to confirm first, showing the trip back time. The trip back retraces the same tiles at normal speed, ignoring speed skills and buffs, and earns nothing: no Cultural Influence, festival credit, first-visit credit or scouting finds, and the destination is not visited. Your envoy ends up back where they set out, in the state they left in, except that a Hotel stay ended by leaving is not restored, a rest charge or Return Journey spent on the journey stays spent, and cancelling a Grand Itinerary ends the circuit. Road-weary is unaffected. While returning, the nameplate and envoy list read "Returning". The trip back itself can't be cancelled, though Emergency Recall still works on it. Cancel Travel is not offered in the last 10 seconds of a journey, for supply hauls or wonder race legs, or while auto-explore is on for that envoy.

Cancel Travel in the travelling envoy's action menu 
Afterwards, the nameplate reads Returning 
Confirming shows the trip back time and what is given up - WasClicking a travelling envoy opened a travel timerNowClicking the envoy or their nameplate opens the action menu, over where they are on the road right now. The countdown stays on the nameplate
The action menu also fits a 320px screen now; its right column was cut off at the edge.
Walk Home opens the Travel Confirmation for your home city, with Begin Travel and Back. Instant Recall opens the same box with a 0m travel time, the reminder that Emergency Recall can be used once every 48 hours, and a Recall Home button. Travel Confirmation's Back button returns to the action menu, and its buttons are stacked on phones. When the recall goes through, the map moves to your envoy's home city instead of leaving you looking at the place they vanished from.

Walk Home now confirms first 
So does Instant Recall It is dimmed outside the hours you have set for auto-explore.

The auto-explore badge, and Cancel Travel greyed while auto-explore is on 
The auto-explore badge on a travelling envoy's nameplate Every status has its own buttons: the action first, then Show on Map, and anything that cancels last, in red. Idle offers Travel and Nearby; Ready for Arrival, Arrive; Checked into Hotel, View Hotel, Check Out and Show on Map; In Residence, View Embassy, Show on Map and End Residency; Travelling, Show on Map and Cancel Travel. A button that goes to the map does exactly what clicking that envoy on the map does. On phones, tap the status dot; the menu then also says where the envoy is. Other players' envoys keep their status tooltip.

On a phone, tap the status dot 
The menu for every status 
A Travelling envoy's status menu - improved: While your envoy is checked in at a Hotel, learning or attending a lecture at a School, or in residence at a Temporary Embassy, the city's name on My Envoys and on the envoy's page now opens that building
Under "When they explore", pick All day or Set hours, then a From and To hour in your local time. The window may cross midnight and follows your clock through daylight saving. Outside it, no new exploration starts: one already under way still finishes and is collected, a trip still arrives, and your return-event choice still answers questions. The 20 a day per envoy is unchanged. Outside the hours, the envoy's Auto-Explore card reads "Off until" the time your hours start, with a link to the setting. The panel's "Select envoys" button is now "Some envoys".

Outside the hours, the envoy's card says when auto-explore resumes 
Set hours in the Auto-Explore panel Desktop remembers its own collapsed state, separately from phones. On phones, the zoom level and the envoy list pill are now larger tap targets.
- improved: Pressing Escape on the map now closes only the panel or drawer in front
Cities & Interface
Phones used to draw the investigation window in the wide desktop frame turned on its side, which left a column of text as narrow as 127px on a 320px screen. Each wonder now has its own upright frame, and the window uses almost the full width of the screen. On a 390px screen the content is on average 64% wider and 84% larger. At 320px, by wonder: The Foundation Stone 61% wider and 76% larger, The Evergrove 66% and 128%, The Watering Hole of Memory 86% and 90%, The Messenger's Rest 99% and 134%, The Apex of Achievement 52% and 70%, The Storyteller's Chair 62% and 86%, and Dakshon's Wound 49% and 62%, which also uses its frame for decoding. Reading every approach option at The Messenger's Rest now takes 3 screens instead of 7.

The Watering Hole of Memory at 320px: before, then after 
The Messenger's Rest at 320px: before, then after Find it in the Smart Upgrade menu on My Empire. It is part of Master Builder, at no extra cost, and covers cities you claim later. An All buildings button ticks or unticks every type. Ticked types upgrade in the order of your priority list first, then in unlock order, and the window spells out the resulting order. Configure priority list now sets the order for both Smart Upgrade and auto-upgrade, and buildings you switch on in a single city follow the same order. A ticked type shows its switch on each city's upgrade card turned on and greyed out, with a link back to the window. Your existing per-city switches are kept, and unticking a type returns each city to the switch it had.

A ticked type's switch in each city 
The Auto-Upgrade window, with the order it will follow Every cooldown reduction is counted. A depleted extractor shows no fill.

The same on a phone 
Extractor rows fill as their cooldowns run - WasFired automatically during Collect All only, so a player with Auto-Collect never saw it fireNowFires automatically during Collect All and Auto-Collect whenever it is ready

The Overdrive card It sits on the guide's bubbles from choosing your plot up to your first envoy, and asks you to confirm. Skipping marks that part of the tutorial done, including the Goals walkthrough. Everything from creating your first envoy on runs as normal. It can't be undone.

The Skip tutorial button on the guide's bubble 
It asks first A player paid 500 gold for a diamond while another was listed at 50. Your own listings don't count as the cheapest, and anything below the line still buys in one tap.

The confirmation for an overpriced diamond Nav bar badges are now drawn in full colour. The wonder race keeps its purple badge. On phones, the row of nav icons scrolls instead of running into the menu button, and the header's diamond count is now light blue.
On a slowed-down phone profile, the map was frozen for about 4 to 4.7 seconds while opening, and now about 1.6 to 2.2. Only the nameplates near your view are drawn now, rather than one for every city and ruin in the world.
- improved: Buff descriptions no longer repeat their duration, and the Boosts panel and buff popups now say how long a buff lasts, in days past 47 hours
Letters keep their 20px. Phones are unchanged.

A printed fragment, before and after - improved: Exploration results: the BONUS tags in the Rewards list now line up in one column, whatever the size of the figure beside them
Enduring & Land Merge
Nerf
WasZero natural resource depletion on all extractorsNow-75% natural resource depletion on all extractorsMerges are meant to be the upkeep every land pays over time, and Enduring skipped that completely. It was always meant to greatly reduce the upkeep rather than remove it. An Enduring city's collections now draw a quarter of what they collect from its natural resources, so a city at zero stops collecting from that reserve like any other.

Enduring's new text It costs no Gold, Land Deed or step on the claim price ladder, and can only be used on the city it was given to. The free price is shown on Claim Land, Upgrade existing land, each eligible city and every step of the merge, and the merge page explains why you have it and when it expires. A free merge can't be insured, and doesn't count toward the Merge Masters leaderboard or merge achievements. Cities that pick Enduring from now on don't get one.

Free merges are counted on Upgrade existing land 
The free merge in step 2, with the new merge share Buff
Was50% of the sacrificed land's remaining natural resources at every Town Hall levelNow50% below Town Hall 15, 100% at Town Hall 15 and 16, 150% at 17 and 18, 200% at 19 and 20High level cities use up their land far faster than young ones, so a merge now refills them in proportion. For example, sacrificing a land with 400,000 wood left gives a Town Hall 14 city 200,000 wood, a Town Hall 15 city 400,000 and a Town Hall 19 city 800,000. This applies to Claim & Merge and to sacrificing a land you own.
Buff
WasHalf of its DiamondsNowAll of its DiamondsMixed
No land was ever meant to have infinite resources, and the server always depleted Epic and Legendary land like any other while the city page and merge screens said it never would. They now show the real amounts and are marked low or depleted like any other land, and an extractor on land that has run dry no longer reads as ready to collect.
- improved: Legendary land can now be merged into, so it can be refilled like any other land; it still can't be sacrificed
Gameplay
Buff
WasThe Named paid a small Cultural Influence bonus (63 for an envoy at level 25 or above) and the Witness paid for its fragment. The Heartgrove and the Deep Register paid no Cultural InfluenceNowEvery tree pays 500 Cultural Influence when claimed, plus the Named's and the Witness's own payment, the Heartgrove's wood or the Deep Register's buffA tree takes fourteen days to mature, and the Named was paying less than one ordinary visit to the Evergrove. The results screen lists the 500 as its own line, "Tree matured", beside what the species paid.
Fixes
- "Ledger" fragments in the Journal: the drawn lines crept out of step with the text, until two lines of writing sat on one rule; every line of text now rests on its own line
A find your return-event choice answers is now also recorded in the Steward's log.
A kept land still takes its step on the claim price ladder. Insurance on sacrificing a land you own is unchanged, since there you already know the land's rarity.
- "The Storyteller's Chair": an envoy's own ruin clear now counts for its offering, even when another of your envoys cleared that floor first
- "The Messenger's Rest" and "The Shattered Hourglass" now allow one offering per envoy, as the other wonders do; another envoy can still make it
A rejected carving does not use up the envoy's one.
- Wonder offerings: an envoy that already holds everything a wonder reserves for its offering can no longer make that offering again for an ordinary reward
- Wonder offerings now say they count "since your last investigation here", and their hints say an envoy's first investigation at a wonder has to come first