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Kingdoms and Castles News

Infrastructure & Industry Update - Now Available!

Hi Everyone!

Thanks for your patience, the Industry & Infrastructure Update is out now on the main branch! Our last major update (War & Diplomacy) was focused on combat and interaction with the AI. For this update we've focused back on the city building and economy! It's got a bunch of new stuff folks have been requesting. Let's get right to the notes!


[h2]Large Treasure Room[/h2]

This is a 2x1 structure (shown on the right) that houses a bit more gold than two small treasure rooms. You can place them adjacent to small treasure rooms to make some creative building shapes (shown on the left).



[h2]Large Produce Storage[/h2]

This is another 2x1 structure, which can store more fruit than two small produce storages. This brings fruit storage closer to parity with the grain storage buildings.



[h2]Large Iron Mine[/h2]

This is a 3x3 structure that sits completely on top of an iron deposit. It produces more iron than 3 small iron mines but requires more space and more workers. It's ideal for later in the game when you've got more of a worker surplus.


[h2]Large Quarry[/h2]

This is also a 3x3 structure you place on top of (rather than adjacent to) a stone deposit. It also produces more stone than 3 small quarries. While it produces more stone, the tradeoff is that is requires tools to operate. You'll want to make sure you have a blacksmith and tool production chain established before building this one.


[h2]Large Charcoal Maker[/h2]

This 2x2 building produces more charcoal than 4 small charcoal makers but requires more workers. Great for later in the game when you need to be more space efficient but have plenty of people.



[h2]Large Reservoir[/h2]

This is a 2x2 reservoir with a much larger radius of effect as compared to the small reservoir. While more expensive than the small reservoir, it's handy for serving lots of fountains around your city center at once or by irrigating a large swath of land for your farms.


[h2]Large Tavern[/h2]

This is a 2x2 tavern. Great for dense cities to make your city center more lively and adds another way to meet your peasants' need for good drink!


[h2]Chapel[/h2]

And to break of the trend of larger versions of everything, we've got a small church - the chapel! It's a 1x2 building you can fit into the smaller spaces the normal 2x3 church is too big for.



[h2]Improvements & Fixes[/h2]
  • Increased some text sizes on the Steam Deck.
  • Increased damage of Greek Fire Tower
  • Fixed rare issue where viking ships could get stuck on custom maps with a particular layout
  • Fixed issue where AI could use suboptimal job priorities
  • Fixed issue where large quarry/iron mine could be placed over trees
  • Fixed issue with hazard pay when conquering an AI island


Until next time,
-Pete, Michael, & Sam

Infrastructure & Industry Update - Beta Now Available!

Hi Everyone,

Hope everyone is having a happy holiday so far. We've got the beta available for the next update - Industry & Infrastructure! We've got a sticky thread in the forums where there's a more detailed list of all the new changes that are ready for testing, but here's a little preview of just a few of the things you can look forward to:

[h3]Large Iron Mine[/h3]


[h3]Large Treasure Room[/h3]


And more! Here's a recap of the dev stream we did showing off all the new stuff for this update:
[previewyoutube][/previewyoutube]

Of course, we'll do our usual big update post when the Infrastructure & Industry Update is ready for final release.

If you'd like, you can try it out now by switching to the beta branch (keep in mind there will be bugs and things to fix). Here's how:
  • Right click on the game in the steam library
  • Click properties, then choose betas
  • Choose the next-version-preview branch


No code is necessary, your game should automatically update once you switch. Everyone who has been playing on the alpha branch will be kept up to date as well.

Please send your feedback and bug reports to [email protected], chat with us directly in our discord, or post here in the forums!

Until next time,
-Pete, Michael, & Sam

Hotpatch - version 120r4

  • Tweak dragon difficulty
  • Improve doctor healing algorithm to work better on large cities
  • Fixed case where ship could get an invalid building destination
  • Added wage information to building info highlight in the build menus
  • Improved text readability on Steam Deck
  • Fixed building info highlight going off screen on Steam Deck

Hotpatch - Version 120r3:

  • Better messaging when manors are out of charcoal and very unhappy
  • Siege dragons don't clump up so much
  • Restored spawning of the small dragons
  • Fixed issue where vikings could steal gold after being killed
  • Fixed weird behavior with the 'random' check mark for spawning AIs in map select
  • Fixed visual issue where fishmongers showed in some cases they were search for wheat, even though they actually weren't

Development Update

Hi Everyone,

We've got another update on the way! Based on your feedback and ideas, it will feature some much requested new buildings. Here's a preview of two of them:

[h3]Large Quarry[/h3]
A 3x3 building that sits on top of a stone deposit. Produces more stone than two quarries, but requires more workers and needs tools to function. Good for boosting mid to late game stone production.


[h3]Large Charcoal Maker[/h3]
A 2x2 building that produces more charcoal than 4 small charcoal makers, but requires more workers and has a higher up front construction cost.


We'll have more to preview soon!

Until next time,
- Pete, Michael & Sam