Every new feature and change we ship — newest first.
September 22, 2026
🚗 Update: The Automotive Chain Makes Twice as Much
Cars, Steel and Microchips were the slowest goods in the game: one unit per shift. From today, every shift in the Automotive chain makes 2 units instead of 1. That covers all eight industries: Iron Miner, Silicon Miner, Smelter, Microchip Plant, LQ Auto Factory, Med Auto Factory, Luxury Auto Factory and the Machinery Factory.
🏭 What Changes
A worker at Productivity 0 makes 2 units a shift, and an expert at Productivity 100 makes 4. Before, it was 1 and 2.
The Machinery Factory now turns out 2 machines a shift, or 4 with an expert.
The wage for a shift stays the same, so every unit costs half as much in labour. A Smelter paying $150 a shift used to spend $150 on each Steel. Now it spends $75.
The recipes stay the same too: 1 Steel still makes 1 LQ Auto. A shift makes twice as much, so it also uses twice the materials.
Part of a unit is never lost. A worker at Productivity 25 makes 2.5 units: 2 come out now, and the half is finished in a later shift.
🏢 For Company Owners
A shift can only start if the warehouse holds the materials for every unit it will make. For example, a Smelter needs 2 Iron Ore for a Productivity 0 worker and 3 for a Productivity 50 worker.
To keep a job offer open you still need materials for 2 shifts, which now means 4 of each input instead of 2. If your warehouse holds less, the company panel warns you and hiring pauses after the next shift, with a report telling you what is missing. Restock and turn hiring back on.
A player told us: sometimes you are waiting for labor, and it turns out someone worked the marketing shift. A specialist shift never took a production slot, but nothing told the owner it was running. Now it's always clear who is working for you, and for how long the star will last.
🏢 For Company Owners
Ongoing Shifts in the company panel now lists a running consultant or marketing shift next to the production ones, labelled with its role: who is working, when the shift ends, and how long the star will run once it does. If nobody is producing, the panel says so.
After every completed specialist shift you get a report in your Ship's Log: who worked, how long the star now runs, the wage paid, and when the next shift can start. It arrives even when the specialist is you.
The ⭐ Product Quality card shows when the next shift can start for each post.
💼 On the Job Market
The 📣 Consulting & Marketing tab is split in two: 👴 Consultants and 📣 Marketing.
Every offer shows when its next shift can start, so you know before applying whether you'd have to wait.
🕰️ How the Timing Works
Each shift adds 24 hours of star, up to 48 hours banked, and a shift can only start if all 24 hours will fit. Starting from no star, two shifts can run back to back; a third has to wait about 18 hours. After that, one shift a day keeps the star lit.
🎩 Update: The Elite Club — Where a Good Life Leads
A low Lifestyle makes you ill. Today a high one finally pays off: The Elite Club, one exclusive circle for the whole world, open only to those who live best.
🎟️ How to Get In
The first time your 🌿 Lifestyle reaches 80 you receive an invitation in your Ship's Log. Tap I'm interested and you land on the new Social › 🎩 Elite Club page.
Joining is never automatic: press Join and pay $2,000. The fee then renews by itself at every turn of the year, and goes to the treasury of the nation you live in.
You stay a member while your Lifestyle is at least 70 at the turn of the year and the fee goes through. You can leave whenever you want (no refund), and heirs start outside the Club.
✨ What Members Get
🤝 Instant contacts: the moment you join, you and every other member are in each other's contacts.
💬 A private chat: a new 🎩 Club tab in the chat window, for members only.
🏛️ The House of Lords: members vote on the pending bills of the nation they live in, without being elected. The Lords vote as one bloc, worth at most half the weight of that Parliament, split between Yes and No in proportion to their votes. They can't propose laws — but a divided Parliament can no longer ignore them.
🏅 The Official Club Supplier: every year each member picks one company in each nation. The winner wears a 🏅 badge on its offers for a whole year, and that State buys its goods — only those priced at most twice the market median, up to a yearly budget.
⚖️ For Parliaments
There is a new law, the Club Supplier Budget ($10,000 a year by default, $0–50,000): how much your treasury spends on the Club's chosen company. Set it to zero if you'd rather the Club had less power — though the Lords get a vote on that too. When every MP has voted but the Lords could still swing a bill, it now waits until it expires.
Nobody can join yet: reaching 80 takes about a week of good living. The race to be the first member starts today.
📣 Update: Marketing Specialists — The Fifth Star Is Now Possible
Yesterday your company could hire a consultant, and a shift could reach ★★★★. Today there is a second specialist, and with it the last star: a Degree in Marketing and the post that goes with it.
🎓 A Degree That Opens No Company
The Degree in Marketing is in the 🎓 Academy next to the others: $2,500 a year, 12 study sessions, max 3 a year, 5 years to finish. It requires the High School Diploma, like every degree.
It is the first degree that opens no business of its own. What it opens is a job: the 📣 Marketing Specialist post, in any company that makes goods.
📣 For Marketing Specialists
Find the posts on the Job Market tab now called 📣 Consulting & Marketing. You must live in the company's nation; there is no Productivity requirement.
The shift is an ordinary one: 3 hours, energy by age (20⚡ under 40, 30⚡ to 59, 50⚡ to 69), a car with Fuel makes it shorter. Unlike consulting, the post closes at 70 — after that it's the consultant's turn.
You earn the posted wage, minus income tax, with the usual happiness and dogma bonuses, and you keep gaining experience. Several players can hold the same post, but only one marketing shift runs at a time per company.
🏢 For Company Owners
Open a Marketing post from the same ⭐ Product Quality card as the consultant one, with its own fixed wage. You can run both at once, and each gives its own star.
Each completed shift gives everything the company makes +1 ★ for 24 hours, added after the time still left, up to 48 hours banked. A shift that would be wasted can't start, so your funds never pay for nothing.
A specialist shift does not take a production slot: your employees keep working as usual.
⭐ What This Means for Quality
An expert worker, a consultant, a marketing specialist and a good Machinery together make ★★★★★ — but only if the materials are ★★★★★ too. The top grade now depends on a whole supply chain working at its best, not on one company. Expect the first five-star goods to be rare, and priced accordingly.
Until today, turning 70 meant the end of your working life. Now a lifetime of experience has somewhere to go. Companies can hire elderly consultants, and every shift a consultant works gives the company's products one more star.
🏢 For Company Owners
Open a Consultant post from your company's ⭐ Product Quality card and choose a fixed wage per shift. Any company that makes goods with stars can do it: industries (except construction), studios, restaurants and boutiques.
Each completed consultant shift gives everything the company makes +1 ★ for 24 hours (one game year). A new shift adds its 24 hours after the time still left, up to 48 hours banked.
With an expert worker, a running Machinery and a consultant, a shift can now reach ★★★★.
The wage is reserved from company funds when the shift starts. A shift that would be wasted because the star is already fully banked can't start, so you never pay for nothing. Close the post whenever you like: a shift already running still finishes.
👴 For Players Aged 70+
You need Productivity 100 or more (work experience, plus 25 with a High School Diploma).
Find the posts on the new 👴 Consulting tab of the Job Market. Several players can hold the same post, but only one consultant works at a time per company.
A shift takes 3 hours and costs a flat 20⚡ at any age, so there is still energy left for golf, books and wine. A car with Fuel makes it shorter, as for any job.
You earn the posted wage, minus income tax, with the usual happiness and dogma bonuses, and you keep gaining experience. The owner can even take their own company's post, if they qualify.
🌿 Update: Lifestyle & Illness — How Well You Live Now Matters
With the last update, every good got its stars. Now they get their meaning. Your character has a new stat, Lifestyle, from 0 to 100, right under your Health and Energy — and it follows everything you own and consume, star by star.
🎯 How Lifestyle Works
Everyone starts at 20.
Every thing pulls the bar toward its quality: ★ is worth 20, ★★ 40, ★★★ 60, ★★★★ 80, ★★★★★ 100. Something below your level pulls you down, something above it lifts you up.
Going without — starving, wearing no clothes, sleeping rough — pulls it toward 0.
Your home counts most: homeless 0, State housing 20, an apartment 60, a villa 100.
At the year change it looks at your home, the clothes, car and jewelry you wear, and the food you and your children eat. Everything else counts the moment you use it: fuel on every trip, vouchers, energy drinks, dinners, gifts, the weapon of a crime, the car you put in the Garage.
It is slow on purpose: at most ±10 points a game year. A good life is built over days, not bought in an afternoon.
Stars still don't change what an item does. A ★★★★★ coat keeps you exactly as warm as a ★ one — but only one of them lifts your Lifestyle.
🤒 Illness
A low Lifestyle has a price. Every year there is a chance you fall ill: 30% below 15, 15% up to 39, 8% up to 59, 4% up to 79 and just 2% from 80 up.
Path
Stage 1 · −5 ❤️/yr
Stage 2 · −10
Stage 3 · −20
🫁 Respiratory
Common Cold
Bronchitis
Pneumonia
🤢 Digestive
Food Poisoning
Gastritis
Stomach Ulcer
❤️ Cardiovascular
High Blood Pressure
Arrhythmia
Heart Disease
An illness costs health every year and gets worse every 2 years if you ignore it. The last stage doesn't worsen, but it doesn't heal either.
Cure it with a Basic Medical Voucher, an Advanced Medical Voucher or an Expert Medical Visit, one for each stage — a stronger one also cures a milder stage.
When you are ill, a red strip with a 🩺 Cure button appears under your Health (on a phone: tap your Health at the top). It uses the cheapest voucher that works, and it works even at full Health.
You are warned when you fall ill, the year before it gets worse, and when it does. It also shows up in Things To Do.
Medical Clinics, this one is for you: every illness in the game is cured by something you make.
👨👩👦 Heirs
An heir starts halfway between 20 and their parent's Lifestyle — a family that lived well gives its children a head start. Illness is never inherited.
Until today, a sack of Wheat was a sack of Wheat, whoever grew it. Not anymore. Every good in Dynasty now carries a quality from ★ to ★★★★★, stamped the moment it is made and kept forever — through warehouses, the market and your backpack. Two players' coffee is no longer the same coffee.
Stars sit on top of the tiers you already know. LQ Food, Med Auto or Luxury Clothes still tell you what kind of product it is; the stars tell you how well it was made. You will see them next to every name.
⭐ How Stars Are Made
Every shift starts at ★.
+1 ★ when the shift is worked by an expert: a worker with Productivity 100 or more. In studios, restaurants and boutiques the worker is the owner, so the expert is you.
+1 ★ with a running Machinery in the company — as long as the machine itself has at least the stars the product has without it.
A product can never have more stars than the worst material used to make it. Great bread needs great flour.
When a shift needs materials, it picks them for you: the lowest-star stock that still reaches the best possible result. Your premium stock is never burnt on a shift that couldn't use it.
🔧 A New Industry: the Machinery Factory
Machinery is made by players, and only by players, in the new Machinery Factory (Automotive chain): 1 Steel + 1 Microchip + 1 Plastic per machine. The State does not sell it and never will. Any company that makes goods can buy one on the Wholesale market, activate it from its company panel, and run it for 2 years (3 for a ★★★★★ machine). When it expires, the best machine in the warehouse takes over by itself.
This is a business opportunity waiting for someone to take it: Silicon, Microchip and Plastic are among the least produced goods in the game, so the first machines will lean on the State's reserves — and those are only refilled when parliament votes for it.
👷 For Company Owners
Every company that makes goods has a new ⭐ Product Quality card: it tells you how many stars your next shift will make, and exactly what is holding it back.
Industries can now set a Minimum worker Productivity (none, 25, 50, 75 or 100) in Job Management. Players below it can't apply or start a shift. At 100, every shift earns the expert's star — but experts are rare, so be ready to pay them.
Shops that resell — Supermarket, Car Dealership, Gas Station, Gun Shop — keep the stars of what they buy. Stars are only born where a product is made.
The construction chain (Clay, Limestone, Bricks, Cement, Prefab) has no stars.
🛒 Shopping by Stars
A new Minimum stars filter at the top of the market hides everything below the grade you choose. Product cards show the range of stars on sale, and ⚡ Best price only buys from what you can see.
📦 What Happens to What You Already Own
Everything that existed before today — in your backpack, your warehouses, on the market or on you — is ★★★. Nothing loses value.
From now on, goods produced by the State and gifts from the game are ★. The State stock already on sale stays ★★★ until it sells out.
Stars don't change what an item does: food, cars, clothes and vouchers work exactly as before, whatever their grade.
🧭 Update: The Compass — Your Guide After the Tutorial
The tutorial teaches you how to survive your first days. Then it ends, and Dynasty suddenly opens up: parties, companies, marriages, races, the stock market, the war map. Plenty of players never found half of it. The Compass is here to fix that.
It is a checklist of the things worth trying in Dynasty, grouped by area. Every line tells you what to do, with a Go button that takes you straight to the right section and a Learn more button that explains how it works. Whatever you have done gets ticked automatically.
🗺️ What Is on It
26 objectives across 7 areas: 🏠 Daily life, 🎓 Study & work, 💬 Social & family, ⚖️ Politics & society, 💰 Money & finance, 🏗️ Property & business and 🏅 Sport & motors. A few examples: sleep for the first time, earn your diploma, get married, vote in an election, buy your first shares, found a company, race a car in the Garage.
An eighth area, 🎖️ Alternative paths — the army, crime and militias — is marked optional. These are harder roads with real risks, and they never count towards completing the Compass. Nobody has to become a criminal to finish it.
🎁 No Rewards — On Purpose
The Compass pays nothing. It is a guide, not a grind: its only job is to show you where to go next. Missions are still the part of the game that pays out.
📍 Where to Find It
In the sidebar, above your Aspiration, there is a new 🧭 Compass block with your progress. On a phone it is inside the ☰ menu, and a red dot on ☰ tells you something new has been ticked.
Tap it to open Your goals on your Home page: a board with four tabs — Compass, Missions, Aspiration and Journey.
The Aspiration and Missions headings in the sidebar now open the same board too.
🎯 Missions Now Show Their Rewards
The Missions tab lists each of your active missions with what to do and the exact reward you will get for it: money, stat bonuses and the rarity of the item. Until now you only found out after completing one.
👤 Who Gets It
New founders: it opens by itself once, the moment you finish the tutorial. While the tutorial is still running it stays out of the way, but it already ticks what you do.
Founders who switched the tutorial off, or finished it before today: the 🧭 block is already in your sidebar, closed, with everything you have done ticked in. Tap it whenever you like.
Heirs do not get one. If you are playing a second generation or later, you already know the way — you still get the Missions and Aspiration tabs.
A small note for veterans: a few things leave no lasting trace in the game, so they tick the next time you do them — writing in the national chat, using a special item, attempting a crime without ever training for it, a night at a nightclub, or a vote or walk in the park from a previous year.
🔒 Hide It, or Close It Forever
You can hide and reopen the board as often as you like. If you would rather never see the Compass again, there is a Close the Compass forever option at the bottom — shown in plain sight once you have ticked all 26. Be sure before you use it: it cannot be reopened, not even from Settings, and your ticks are deleted. Your Missions, Aspiration and Journey are not affected.
Health has always been the stat that decided how long your character lived, but only as a probability: at 0 health the yearly death check killed you about a quarter to half of the time, so a character could sit at zero for years. That is why so many of them were parked there — the stat had quietly stopped meaning anything.
From now on, health reaching 0 means death. No dice roll, no second chance. Your heir takes over, and if there is no heir the dynasty ends.
⏳ It Is Checked at the Year Change, on the Health You Finish the Year With
This distinction matters more than it sounds. The annual decay is applied first, then food, then the bonuses you have paid for — the Vitalia passport's +5, a Fur Coat's +5 per year. If the decay drops you below zero and a bonus pulls you back above it before the year closes, you live. You only die if zero is where the year actually ends.
🏥 Dying Young and Sick Now Leaves a Bill
Past 70, dying with health under 50 has charged the estate $20,000 for intensive care for a while now. That rule gets a second band:
Before 70: die with health at 30 or below → the estate is charged $20,000
From 70: die with health under 50 → the estate is charged $20,000
It is the only charge in the game that can leave an heir starting in debt, and that is deliberate: until now, letting a character rot cost nothing at all at any age below 70. It never applies to murder victims — being killed is not a hospital stay — and never to anyone who paid the rest home fee.
🛡️ Life Insurance Never Pays Out on a Death at Zero Health
Not even a policy with no health requirement at all. Insuring yourself and then letting go is a suicide with a premium attached, and no bank should have to cover it. Being murdered still pays normally: the requirement is measured on the health you had before the blow, not on the wound that killed you.
⚔️ What Can and Cannot Kill You Now
War can. A victory costs 5 health and a defeat costs 15. Enlist with less than that and you may not come home. Check your health before you order a defence.
Energy drinks cannot. From the second drink of the year they cost health, and the game now refuses the drink that would take you to zero — it stays in your backpack.
A night out cannot. The nightclub already turned you away when you were too weak for the drinks, and it still does.
That asymmetry is on purpose. Nobody should lose a character by clicking a can bought at the supermarket to squeeze in one more shift.
⚠️ Read This if Your Health Is Low Right Now
This rule is live from today, and it applies to the character you already have. If your health is close to zero, the next year change will kill you. A red warning now sits at the top of your Home page when that is the case, and a yellow one when you are low enough to leave your heir the hospital bill.
Fixing it is quick: a 🩹 Medical Voucher from a shop or the State market gives you +20, +40 or +100 on the spot. Better food helps every year, and so do a 🧥 Fur Coat and Vitalia citizenship.
Your backpack holds 10 special items, and your cash can be pickpocketed. Private banks now sell the answer to both: a safe deposit box, under 🏦 Finance → 🔐 Safe Deposit.
A box holds 20 special items and $50,000 in cash. Nothing inside counts against your backpack slots, and the money genuinely leaves your pocket — no thief can reach it. It still counts as your wealth everywhere it should: leaderboards, divorce settlements, and your estate with its inheritance tax.
A vault is not a bag, though. What is locked inside cannot be used, equipped or sold until you take it out, and taking it out needs a free backpack slot.
💰 What It Costs
The bank sets the annual rent, minimum $100/yr. The first year is due when you sign.
The bank keeps 90%, and 10% goes to the nation of the bank's owner as tax. You pay the rent as shown — nothing is added on top.
Short of cash at year end? The rent is taken from the money inside the box. You only lose the box if neither your pockets nor the box can cover it.
One box per person, and never in a bank you own yourself.
⚖️ If You Lose the Box, Whose Fault It Was Decides What Happens
This is the part worth reading twice.
Your doing — you close it, or you don't pay: you keep whatever fits in your backpack, and the rest is destroyed. Before a voluntary closure the game shows you, name by name, exactly what you are about to lose.
The bank's doing — it gives notice, raises the rent, removes the box or shuts down: nothing of yours is destroyed. The overflow goes to your Temporary Deposit and the cash comes straight back to you.
A rent change needs 2 years' notice, and you can accept or refuse. Refusing is safe — and so is ignoring it. It counts as the bank's decision, so a banker cannot price you out to destroy your collection. During the notice you keep paying the old rent.
🏦 If You Own a Private Bank
You can fit out up to 5 boxes. Each one costs $500 from the bank's account plus 1 Steel + 1 Microchip from your own inventory — and owning a bank is now what lets you buy those two wholesale in person. Every box needs 1 Microchip every 5 years; miss the servicing and the fine is $2,500, paid by the bank first and by you for the rest. Things To Do warns you a year in advance.
One thing you cannot do is look inside. The panel tells you who rents which box and at what price, never what they keep in it. That is the point of a safe deposit box.
Special items have always been the rarest things in the game — medals, trophies, family heirlooms, aged wine. Until now you could hoard an unlimited number of them, which meant a collection nobody could ever carry was worth exactly as much as one they could.
From now on, a character carries 10 special items.
📦 What Counts Towards the Limit
Everything in your backpack counts, including:
🎖️ The item you currently have equipped
🍷 Wine bottles ageing in your cellar
🏷️ Items you have listed on the item market
An item you have put up for sale is still yours until someone buys it, so it still takes up a slot.
🗝️ If You Already Own More Than 10
You lose nothing. Your 10 most valuable items stay in your backpack, and everything above that moves into a personal Temporary Deposit, visible right under your backpack.
The deposit works in one direction only — things can leave it, but nothing can ever go back in. From there you can:
✅ Use consumables directly
💰 Sell items on the market as normal
⬆️ Move an item back into your backpack whenever you have a free slot
To equip something kept in the deposit, move it into your backpack first. Once the deposit is empty it simply disappears, and your character carries 10 like everyone else.
⏳ A Full Backpack Never Destroys a Prize
If you earn a new item while your backpack is full, that item is not lost. It waits for you, and you decide what happens next:
🔥 Burn one of your items to make room for the new one
🗑️ Or let the new item go
The choice screen lists your backpack starting from the least valuable item, so you are never one careless tap away from destroying a legendary. Up to 5 items can wait for a decision at the same time — leave more than that unresolved and new rewards really will start to slip away, so it is worth settling them.
⚠️ You Are Always Warned First
Nothing you choose to do is ever blocked. Buying an item on the market, pressing a bottle of wine or finishing a book all go ahead with a full backpack — but you are told beforehand that you will have to burn something or give the new item up. The only refusal is on the market, and only when your backpack and your waiting list are both full: in that case the purchase is stopped before any money leaves your account.
♟️ Why This Matters
Special items now have a real cost: space. Keeping a Grand Reserve ageing for twenty years means giving up a slot for twenty years. Chasing every trophy means deciding which one you value most. And the item market becomes far more active, because the surplus is now worth selling to someone who has room for it.
🗳️ Major Update: Parties & Elections — Politics Gets More Transparent
The political system has received a major upgrade. Parties can now communicate their actual political programme, voters have much more information before casting their ballot, and you can finally look back at what parties have achieved.
📜 1. Editable Party Manifesto
Party Secretaries can now write and update their party manifesto directly from a dedicated panel in the Party Headquarters.
The manifesto is displayed on the party’s profile, giving every party a proper space to explain what it stands for.
🗳️ 2. A Much More Informative Ballot
The voting screen now gives you far more information about every party before you vote.
For each party, you can see:
📜 Party manifesto
👤 Who would become Prime Minister
👥 Number of party members
🪑 Current Parliament seats
💰 Membership fee
🏛️ Whether it is the governing party
⭐ Whether it is your own party
Parties are ordered by their current number of seats, making comparisons much easier.
Before your vote is submitted, you’ll also receive a confirmation step.
And if you own the Golf Cup, the ballot will warn you that your vote has increased weight — with the bonus applying only to the first ballot.
📈 3. Party Track Record
Every party now has a visible track record.
You can see:
How many laws the party has proposed
How many of those laws were approved
The 3 most recently approved laws
No more judging parties only by what they promise — you can now see what they actually managed to accomplish.
🎯 4. Party Platform — Real Numbers, Not Just Slogans
Party Secretaries can now choose up to 3 concrete policy positions from the laws that can be voted on in Parliament.
These can cover things such as:
💰 Taxes
💼 Salaries
🏦 Subsidies
And other numerical government policies
Instead of vague political slogans, parties can now make specific, measurable promises.
The positions are displayed side by side, making it easy to compare different parties at a glance. An arrow also shows whether the promised value is higher or lower than the value currently in effect.
🏛️ 5. Election History
The Politics → State of the Nation section now includes an election archive.
For each nation, you can review the results of the last 5 elections, including:
🏆 Winning party
🗳️ Votes received
🪑 Seats won
👥 Voter turnout
Election results are no longer lost immediately after the vote. You can now look back and see how the political landscape has changed over time.
Politics is no longer just about promises. Now you can see the programme, the numbers, the results — and the track record.
Ever wondered where your money actually goes? A brand-new My Money panel is now available directly on your Home page, giving you a clear overview of your finances.
💸 Movements
See your 20 most recent transactions, one by one, including:
What the transaction was for
How much money was received or spent
Your balance after the transaction
Wages, rent, taxes, shopping, casino activity, item market transactions and more are now clearly identified, making it much easier to understand exactly what happened to your money.
📊 By Year
Want the bigger picture? Switch to By Year and select a year to see your finances broken down by category.
You’ll be able to see:
💼 Income from your work
🏠 Rent and property taxes
🛒 Spending and purchases
📈 Market-related income
💰 Your final balance for the year
🗓️ Your Financial History
The panel keeps:
20 latest movements
5 years of yearly financial totals
When older individual transactions disappear from the movement list, they are not lost from the yearly totals. Annual figures always account for everything that happened during that year, not just the transactions still visible in the panel.
🚀 No Setup Required
There’s nothing to activate. My Money starts tracking automatically as soon as you use it.
Your first yearly totals will become available at the end of the current year.
The Security System has been completely redesigned.
Previously, national Security was simply a budget setting: Parliament could vote for up to 30% Security and the State would pay a percentage of its treasury.
Now, Parliament can vote for a maximum of 10% Security. Everything beyond that must be built on the map.
🏛️ What Parliament Can Vote
Only two Security levels remain available through Parliament:
🔴 Very Low — 5% Security: costs 2% of the treasury
🟠 Low — 10% Security: costs 4% of the treasury
Medium (20%) and High (30%) have been removed as voting options.
The cost of the two remaining levels has also been doubled.
Nations that previously had a higher Security level have been automatically moved to Low when the new system was introduced.
🚔 New Public Works: Police Station & Hospital
Two new Public Works have been added.
Both require:
💰 $50,000 construction
💵 $10,000/year maintenance
🗺️ Placement on map intersections, just like other Public Works
🚔 Police Station
A Police Station provides additional Security to the surrounding area:
+20 Security in the 4 adjacent plots
+10 Security in the second ring
These bonuses are added on top of the national Security level, with a maximum of 30 Security.
This creates an important strategic change:
Low (10%) + a Police Station = 30 Security, exactly the old High level.
The removed Medium and High levels haven't disappeared from the game — they've simply moved onto the map and now require construction and maintenance.
🏥 Hospital
Hospitals provide:
+20 Health/year in the inner ring
+10 Health/year in the outer ring
🕵️ Security Now Depends on Where the Victim Lives
This is one of the biggest changes to the crime system.
The Security of the victim's location matters — not the criminal's location.
The same criminal can therefore have completely different chances of success against two targets in different parts of the nation.
Living or operating a business next to a Police Station now genuinely makes you harder to rob.
When scouting a target, the target's card will show their actual Security level, as well as the arrest risk at that location.
The arrest risk depends only on the criminal's Stealth and is never affected by the skill used to carry out the crime.
👮 New State Careers
Two new State careers have also been introduced:
👮 Police Inspector
🩺 Public Doctor
Unlocked by
Police Station
Hospital
Degree
Law
Medicine
Positions
3 per building
3 per building
Salary
×3 State base salary
×3 State base salary
Shifts
3/day per building
3/day per building
The available shifts are a shared pool, not one shift per employee.
Whoever gets there first can take them — even all three shifts can be taken by the same person.
Multiple employees can work simultaneously.
Positions are tied directly to the buildings: if a Police Station or Hospital collapses due to unpaid maintenance or is demolished by Parliament, all employees working there are immediately dismissed.
💰 The Real Cost of Security
Building a Police Station costs $50,000 once + $10,000/year in maintenance.
But employing three Police Inspectors at triple State salary can cost far more every single day.
With the current $600 base State salary, three inspectors can cost up to approximately $10,800 per day, compared with the building's $10,000 annual maintenance cost.
This makes staffing a strategic decision — not simply a matter of building the maximum number of stations possible.
📊 Better Treasury Tracking
The Treasury Ledger has also been updated.
It now shows separate entries for:
Each type of Public Work
Missing Landfill penalties
Police and Hospital employee salaries
Previously, these expenses were hidden under “Other”.
A brand-new system lets governments build Public Works for the benefit — or the detriment — of the population.
Public Works are built by the State for the community and do not occupy a player's land. They are placed on the intersections between plots, so no land is taken from anyone and no expropriation is required.
🗺️ 36 Locations per Nation
Each nation has 36 intersections available, shown on the map as round grey plazas, one every two squares along both axes. Every Public Work affects the surrounding population in two rings:
Inner ring: the 4 adjacent plots → full effect
Outer ring: the 12 plots beyond → half effect
Effects apply only to characters who live on those plots. Homeless players and players in State Housing have no map position and are unaffected. Effects from different works stack, even between two works of the same type. Selecting an intersection highlights exactly the area it reaches.
🗑️ Landfill & 🌳 Park
🗑️ Landfill
🌳 Park
Mandatory
Yes — 1 per 20 industries
No
Construction
$50,000
$50,000
Maintenance
$10,000/year
$5,000/year
Inner ring
−10 Health/year
+10 Social/year
Outer ring
−5 Health/year
+5 Social/year
If missing
$20,000/year each
—
⚠️ Keep the balance in mind. Health already decreases by 10/year on its own, and Social by 15/year. So a Landfill effectively doubles the natural Health decline in the inner ring, from −10 to −20 per year. A Park does not actually raise Social — it slows its fall, from −15 to −5 per year.
🗳️ Two Votes to Build
1. Proposal. A Member of Parliament proposes the work. A standard law vote opens for 2 years and needs a simple majority (Yes > No). The Prime Minister cannot impose it by decree.
2. Location. If the law passes, a second vote opens for 1 year to decide where. Only MPs vote, by selecting an intersection on the map — available locations turn purple and pulse.
🏆 Result. The most-voted intersection wins. On a tie, one of the tied locations is drawn at random, and the log says so explicitly. If every MP has already voted, the work is built immediately, without waiting for the year to end. Only then does the treasury pay the $50,000.
❌ When a Project Expires
A project expires at no cost if nobody votes on the location, if the treasury cannot cover the construction, or if another work has occupied the chosen intersection in the meantime. Only one project per type can be in progress at a time.
🔧 Maintenance
Maintenance is paid automatically from the treasury every year. Works built during the current year do not pay it that same year. If the money is not there:
1st consecutive year: warning only
2nd consecutive year: the work collapses and disappears
🗑️ Demolishing
Parliament can also vote to demolish an existing work: a Demolish button sits next to each one in the Public Works panel. It takes a normal law vote and, if approved, the work disappears immediately with no refund — useful when industry declines and a Landfill costs more than it is worth.
🗑️ The Landfill Requirement
Every nation must have 1 Landfill for every 20 industries, counted in complete multiples: 39 industries → 1 · 40 → 2 · 59 → 2 · 60 → 3. For every missing Landfill the State pays a $20,000 annual penalty until the required number exists.
Building costs $50,000 upfront plus $10,000/year, against a $20,000/year penalty: the break-even point is the 5th year.
⏳ One-Time Grace Period
Existing industries were created before the requirement existed, and building takes two votes. So at the first server startup after this update, each nation receives a one-time 2-year grace period: warnings are issued, but no penalties are charged. After it ends the normal rules apply permanently, and any industry built from now on counts towards the requirement with no further grace.
🔔 Who Gets Notified
Serving Members of Parliament receive a private message in the Ship's Log when they log in — they are the only players who can act on it
All citizens can read it in the Nation tab of the Dynasty Diary, in Home
Warnings repeat at every year change for as long as the shortage remains.
🏛️ Politics, Reorganised
The Politics section is now split into two tabs:
State of the Nation — government, active laws, treasury ledger. Read-only, open to everyone
Parliament — proposals, votes and Public Works. Visible only to sitting MPs
The Public Works panel shows any open location vote, the standing works with their costs and demolition buttons, and what can be proposed together with the legal requirement. The ⓘ button opens the full guide, and every intersection has its own information panel.
Citizens can also see Public Works directly on the map: selecting a plaza shows what stands there, when it was built, what it costs and how it affects residents.
Public Works are now part of the political and economic strategy of every nation. Where you build matters. What you build matters. And failing to build has a cost of its own. 🏛️🗺️
Stay tuned for more updates! 🚀
August 23, 2026
⚔️ Update: War Incentive
A new feature has been introduced to give governments a new way to influence their soldiers' strategic decisions.
The War Incentive allows a government to financially reward its soldiers for fighting over a specific territory.
💰 Incentive Amount
The incentive amount is a new law, voted on by Parliament like any other law.
💵 Range: $0–$1,000
🏛️ Decided through the normal legislative process
🗺️ Choosing the Target Territory
The target territory is selected automatically every year through a dedicated vote.
🕐 The vote opens when the new year begins
⏱️ It remains open for 6 hours
🗳️ The territory receiving the most votes wins
No quorum is required
A simple majority among those who vote is enough
⚠️ A tie means no War Incentive is activated
Only territories that the nation can actually attack or defend can be selected
🎖️ Who Gets Paid?
At the end of the year, every state army soldier deployed to the selected territory receives the War Incentive.
This applies to soldiers who are:
⚔️ Attacking
🛡️ Defending
🏆 Winning or losing
Private militias are not eligible for the incentive.
💰 Treasury Protection
The payment comes directly from the national treasury.
If the treasury does not contain enough money to pay the full incentive, the available funds are distributed equally among all eligible soldiers, meaning everyone receives the same reduced amount.
The national treasury can never fall below $0 because of the War Incentive.
🏛️ Who Can See the Vote?
The target-territory vote is visible only to Members of Parliament in the Politics section.
Once the vote is completed, however, the result becomes publicly visible on the Military Map.
Governments now have a new tool to encourage soldiers to fight where they're needed most. Choose the target wisely! ⚔️💰
Stay tuned for more updates! 🚀
August 22, 2026
👴 Update: The Third Age
At 70, characters can no longer work, study, or compete with younger athletes.
Rather than leaving these final years empty, we've introduced a dedicated Third Age section built around one idea:
👨👩👧 What you do now is for your heir.
Health declines by 25 points per year after 70, meaning most characters will have around 3–6 years remaining.
This makes every extra year meaningful: another tournament, another book, another bottle of wine, another legacy to leave behind.
🏌️ New Pastimes: Golf, Bocce & Hunting
Three new activities are available exclusively to characters in their Third Age.
These activities don't provide an immediate monetary reward. Instead, they cost money and Energy while building your skill for the annual tournaments.
Discipline
Cost per Session
Tournament Trophy
🏌️ Golf
$2,000 · 30⚡ · 2h
Golf Champion's Cup — allows you to vote twice in one election
🎳 Bocce
$200 · 30⚡ · 2h
Bocce Champion's Cup — +10 Happiness
🦌 Hunting
$500 + 1 weapon use · 30⚡ · 2h
Fur Coat — +10 Appearance, +10 Status, +5 Health/year for 5 years
Skill increases by approximately +2 per session, with no age or Fitness factor.
In Golf and Bocce, experience matters, not physical ability.
Session fees are paid to the State, and skill gradually decreases if you stop practicing for two years or more.
🏆 Annual Third Age Tournaments
Every nation now holds one tournament per discipline every game year.
No entry fee
No prize money
No NPC opponents
One trophy awarded to the winner
However, a trophy will only be awarded if someone reaches at least 6 skill, meaning roughly three sessions are required.
Trophies are Special Items and can be inherited by your heirs.
📚 Writing Books
Characters can now dedicate their final years to writing books.
There are six different subjects, each requiring relevant experience, such as:
100 Work Experience
Colonel rank
The corresponding degree
Writing a book requires:
⏱️ 3 sessions, 3 hours each
⚡ 40 Energy per session
📚 Multiple books can be worked on simultaneously
A character can complete a maximum of 3 books during their lifetime.
Unfinished books simply remain unfinished and cost nothing other than time.
Once completed, a book is placed in your backpack and can be sold on the Item Market.
Anyone who reads your book receives either:
💼 +10 Work Experience
🎖️ +10 Military Experience
🎓 2 study sessions toward the relevant degree
Study sessions obtained from books ignore the normal yearly study limit, making valuable books highly desirable.
A character can benefit from a maximum of 2 books per subject during their lifetime.
🍷 Making Wine
Characters with a Villa can now produce their own wine.
Each pressing requires:
⏱️ 3 hours
⚡ 40 Energy
💰 $500
Every bottle is stamped with the year it was produced and automatically ages over time:
🍷 Aged — 5 years
🍷 Vintage — 10 years
🍷 Grand Reserve — 20 years
Wine continues aging even after being passed to your heir or sold to another player.
A bottle produced at 72 could eventually be opened by your grandchild.
🏡 The Rest Home
The Rest Home provides a way to step away from your character's life on your own terms instead of waiting for natural death.
You pay a fee and, at the beginning of the following year, your heir takes over according to the normal inheritance rules.
The cost is:
(100 − your age) × $1,000
For example:
Age 70 → $30,000
Age 80 → $20,000
Age 90 → $10,000
The payment is permanent and non-refundable.
You must also have a child who can inherit your dynasty.
🏥 Intensive Care
There is now also a consequence for allowing a character's Health to deteriorate after 70.
If a character dies of natural causes after 70 with Health below 50, their estate is charged $20,000 for their final hospital stay.
This is the only expense in the game that can leave an heir starting in debt.
The rule is designed to make maintaining Health meaningful and prevent simply abandoning an elderly character from becoming the cheapest way to end their life.
The charge:
❌ Does not apply to murder victims
❌ Does not apply to characters who paid the Rest Home fee
✅ Does not apply if Health is 50 or higher
The Third Age is no longer simply the end of a character's life.
It's the final chapter of your dynasty — and everything you do can shape what you leave behind. 👴📚🍷🏆
Stay tuned for more updates! 🚀
August 20, 2026
📈 Update: The Dynasty Exchange Is Open!
A brand-new way to invest in the industrial economy has arrived!
Industries can now go public, allowing any player to buy shares in them.
Shares give players a new way to participate in the industrial economy without owning property or holding the required licence.
For company owners, going public provides a way to raise interest-free capital without using their single loan slot.
💰 How Company Value Works
A listed company's value is calculated based only on:
💵 Its available cash
📦 The cost value of its stock
Buying or selling shares does not directly change the company's value.
The value changes only when the company itself earns or loses money.
📊 Two Ways to Trade
There are now two different places to trade shares:
🏢 Company Desk
Companies can sell their unsold shares directly to investors. The money paid by investors goes directly into the company's working capital.
👥 Player Board
Players can sell their shares directly to other players at a price of their choice.
This player-to-player market also works when the company has no cash available to buy shares back.
💸 Company Withdrawals
When an owner withdraws money from a listed company, the withdrawal is distributed proportionally among all shareholders, including the owner.
This means company owners cannot simply withdraw funds and bypass the other shareholders.
🔒 Ownership Protection
Company owners retain a locked 51% stake, meaning investors can never take control of the company.
Additionally, no individual investor can own more than 150 of a company's 1,000 shares.
🏛️ New Government Regulations
Parliament can now vote on:
Listing Fee
Stock Trading Commission
These provide governments with additional tools to regulate the stock market.
🏦 Where to Find It
The new system is available under:
🏦 Finance → 📈 Stock Market
Your existing Bank section remains unchanged and is still available in the first tab.
⚠️ Important
Nothing changes automatically.
A company will only become publicly traded if its owner chooses to list it.
Until then, the company continues to operate exactly as it did before.
The industrial economy just got a whole new dimension. 📈🏭
Stay tuned for more updates! 🚀
August 19, 2026
⚔️ Major Update: War Rework — A Living Map & Private Militias
The entire War System has been completely redesigned.
The old war council is gone. From now on, the world is a living map of 21 territories that remembers who controls them.
🗺️ A Living Map
Territories are now permanent.
Each of the three nations starts with its own capital territory and the three territories surrounding it. Every other territory is available for conquest.
Once you capture a territory, you keep it until another army takes it from you.
🎖️ Every Soldier Gives Their Own Orders
There is no longer a single vote determining where the nation attacks.
Open the War tab, select a territory, and choose to:
⚔️ Attack it
🛡️ Defend it
Orders remain secret until the end of the year and can be changed at any time before the deadline.
You can see who controls each territory, but you will never know who is preparing to attack or defend it.
💰 Control the Map, Earn Money
Territorial control now directly generates income for nations.
💵 Every 3 territories held at the end of the year → $10,000
🎯 Controlling the central territory → an additional $5,000
The more territory you control, the greater your nation's economic power.
🏛️ Capitals: High Reward, High Risk
Capturing another nation's capital has enormous consequences.
💰 Controlling an enemy capital drains $30,000 per year from that nation's treasury.
🛡️ A nation receives +20 Strength when fighting for its own capital, whether attacking or defending.
A capital will never fall easily.
But there is an even greater risk: if a nation loses its capital, it loses everything connected to it in a single year.
🪖 Private Militias
Players can now create their own Private Militias for $5,000.
Militias are completely independent from national armies:
🌍 Anyone can join, regardless of nationality.
🛂 Passports have no relevance.
📈 Militias have their own training progression.
💰 They maintain their own treasury.
🗺️ They can capture and control their own territories.
⚔️ They operate independently and answer to no government.
A newly created militia can initially attack only the central W territory or one of the three territories surrounding it. Once the militia controls territory of its own, its ability to expand increases accordingly.
⚠️ Choose Your Side
You must choose between serving in a national army or a private militia. You cannot belong to both at the same time.
Taking the field enlists you for the rest of that year — you cannot switch sides until it closes. Voluntarily leaving a militia costs a two-year stand-down before you can join, found or train with anyone again. Leaving the Military Career job itself carries no penalty.
🎖️ Your Military History Remains
Your existing rank, military experience, and lifetime war record are preserved completely.
Your past achievements don't disappear with the new system—you simply enter a completely redesigned battlefield.
The world has changed. Territory can now be conquered, defended, traded in blood, and held indefinitely. Choose your allies carefully. ⚔️🌍
Stay tuned for more updates! 🚀
August 13, 2026
🏠 Update: Real Estate & Rental System Improvements
We've introduced several major changes to the real estate and rental system, giving property owners and businesses more flexibility while adding new economic tools for governments.
🏭 Longer Commercial Eviction Notice
The eviction notice period for shops and industrial properties has been increased:
🏪 Shops & Industries: 5 years instead of 2
🏠 Private Homes: 2 years (unchanged)
This gives businesses significantly more security when operating from rented properties.
🏛️ Two New Taxes
Parliament can now vote on two new taxes, each ranging from 0% to 40% with a default rate of 0%.
🏠 Real Estate Rental Tax
A percentage of the rent is withheld from the property owner's rental income whenever a tenant pays rent. It applies to:
Houses
Shops
Industries
💰 Real Estate Sales Tax
A percentage of the seller's revenue is withheld whenever a private real estate transaction takes place. It applies to:
Land
Villas
Industries
Banks
Apartments
Shops
Transactions involving the State are not affected.
Both taxes are now also visible in the Politics panels, allowing you to see your nation's rates and compare them with other nations.
🏭 Industrial Plot Rentals
The biggest change is that industrial plots can now be rented!
Previously, an industrial property could only be operated by its owner. From now on, industrial plots work similarly to shops:
Another player can rent the industrial plot.
The tenant can establish and operate their own company there.
The tenant pays annual rent to the property owner.
The tenant can be evicted with 5 years' notice.
The tenant and owner can negotiate a higher rent.
While an industrial plot is rented, the owner cannot sell or demolish it.
This opens up new opportunities for both property owners looking for rental income and entrepreneurs who want to establish businesses without purchasing their own industrial property.
Stay tuned for more updates! 🚀
August 13, 2026
🎖️ Update: New Military Academy Courses
Two new Academy courses have been introduced, giving players an alternative way to advance their military career through education.
🪖 Military School
A short course designed to achieve the rank of Sergeant.
💰 $1,000/year tuition
📚 6 study steps, with a maximum of 2 per year
⏱️ Minimum duration: 3 years
💵 Total minimum cost: $3,000
🎓 Requirement: High School Diploma
Upon completion, if your Military Experience is below 25, it is increased to exactly 25, granting you the rank of Sergeant. If you're already a Sergeant or higher when you complete the course, you still receive the qualification, but your Military Experience is not increased. No double promotion and no additional Dynasty Ranking points are awarded.
🎓 Military Academy
A degree-level course designed to achieve the rank of Colonel.
💰 $2,500/year tuition
📚 12 study steps, with a maximum of 3 per year
⏱️ Minimum duration: 4 years
💵 Total minimum cost: $10,000
🎓 Requirements: High School Diploma + at least Sergeant rank (25 Military Experience)
Upon completion, if your Military Experience is below 100, it is increased to exactly 100, granting you the rank of Colonel. As with Military School, the effect can never reduce your existing Experience and there is no additional effect if you are already above the required threshold.
📚 Common Academy Rules
Both courses follow the standard Academy rules:
Only one Academy course can be active at a time.
Tuition is paid every year until the course is completed.
Exceeding the maximum completion time results in failure, all progress is lost, and there is no refund.
🪖 No weapon, enlistment, or actual Military Career is required.
These courses provide a paid alternative to gaining military experience through real military service.
Both courses count as full Specializations, meaning they contribute to:
🎯 Missions requiring a specific number of Specializations
📖 The "The Scholar" aspiration
🏆 Education points in the General Ranking
⭐ Promotions Work Normally
When completing one of these courses actually increases your Military Experience beyond a rank threshold, the promotion follows the same process as a normal military promotion:
Promotion notification
Updated war voting weight
Military Dynasty Ranking points awarded
⚠️ Important: Changing Nation
Both course cards now include an important warning. If you change nation through naturalization after 5 years abroad, your Military Experience is reset. Your military qualification remains, but because the course cannot be taken again, you won't be able to use it to regain your previous rank. You'll need to rebuild your Military Experience through actual military training.
Choose your path wisely: study your way up the ranks, or earn them through service! 🎖️
Stay tuned for more updates! 🚀
August 12, 2026
🎨 Update: New Character Visual Panel — Beta Version!
The Dynasty Command Center on the Home page now features a real illustration of your character!
Your character's appearance automatically updates based on:
👤 Gender & Age — young, adult, or elderly
💪 Fitness
👕 Equipped Clothing — low, medium, or luxury quality
🏠 Housing — homeless, state rental, apartment, or villa
🚗 Equipped Car
💎 Equipped Jewelry
🔫 Equipped Weapon
No action is required from you! The illustration will automatically update whenever you equip different items or change your home.
Your character's appearance now reflects the life you're building in the world of Dynasty!
Stay tuned for more updates! 🚀
August 11, 2026
🛡️ Update: Life Insurance
A brand-new financial service has arrived in the game!
Private banks can now offer Life Insurance policies, alongside their existing loan services.
🏦 For Banks
A new 🛡️ Life Insurance Desk is available in the Corporate panel. Bank owners can:
Create up to 5 different insurance products.
Set the annual premium, payout amount, and policy duration.
Define entry requirements, such as minimum Health and maximum age.
Set payout conditions, such as only paying if the insured dies with Health ≥80.
Review incoming applications, including the applicant's age, health, fitness, money, job, and heirs, before accepting or rejecting them.
Monitor their frozen reserves, available cash, and active policies at a glance.
👤 For Customers
A new Life Insurance card is available under Bank & Loans. Players can:
Browse insurance offers from all private banks.
See exactly why an offer is unavailable if they don't meet its requirements.
Submit an application to a bank.
View their active policy and receive a warning if their Health falls below the policy's payout threshold.
⚠️ The policy only becomes active once the bank accepts the application. Each player can have only one active Life Insurance policy at a time.
💰 How Life Insurance Works
When a policy is signed, the bank must immediately have the entire payout amount available in its funds. That amount is then physically frozen in a separate reserve and cannot be accessed through withdrawals, loans, theft, or any other mechanism until the policy ends. The policyholder pays the annual premium.
❌ 2 consecutive missed payments → the policy expires.
💸 Previously paid premiums are not refunded.
🎂 If you survive until the end of the policy → no payout is made and the frozen reserve is returned to the bank.
⚰️ If you die while meeting all payout requirements → the full insured amount is transferred to your estate and is taxed normally.
❌ If you die without meeting the policy requirements → no payout is made.
🏛️ What Happens to the Bank?
If a bank closes, every active Life Insurance policy is immediately paid in full.
If the bank owner dies, ownership of the bank passes to the State, but all active insurance policies remain valid and continue to operate normally.
This new system adds another major financial service to the banking sector, giving banks a new way to generate recurring income while giving players greater protection for their families and heirs.
Stay tuned for more updates! 🚀
August 6, 2026
🪩 New Law: Nightclub Tax
Parliament has a new lever on nightlife: an annual licence every nightclub owner has to pay to keep their venue open.
💰 Configurable from $0 to $500 per year, per venue — default $0, so nothing changes until your parliament votes it.
📅 Charged automatically at every change of game year, for each nightclub you own.
🏛️ You pay the rate of the nation your venue is in, into that nation's treasury — moving your residence abroad doesn't avoid it.
🔒 The licence is owed simply for owning the venue: switching your price list off at year end doesn't exempt you.
⚠️ Unpaid licence
If you can't cover the tax, you get a warning the first year. Leave it unpaid two years in a row and the licence is revoked: every nightclub you own in a nation that charges the licence is closed down, their remaining capital is returned to you in full, and you keep the shop unit — so you're free to open a new business there whenever you want. Venues in nations with no nightclub licence are never touched.
The current rate of every nation is shown in the Nation Taxes panel and in the Compare Nations card, and nightclub owners see it directly in their Corporate panel.
Stay tuned for more updates! 🚀
August 6, 2026
🌙 Update: Nightclubs & Social Activities
A brand-new way to socialize has arrived in the game!
🪩 Nightclubs
Nightclubs are now available as a new type of Commercial Business. No university degree is required to open one.
Owners can manage their nightclub through a dedicated Corporate Panel, where they can:
Set prices for four fixed products: 🎟️ Entry · 🍹 Entry + 1 Drink · 🍸 Entry + 2 Drinks · 🥂 Entry + 3 Drinks
Enable or disable each product individually.
Setting a product's price to $0 will automatically disable it.
🎉 Social Activities
A new Social Activities section has been added, located between Social Hub and Referral Program. Here you'll find all the nightclubs available in your current nation, with prices displayed including VAT.
When you purchase an activity, your character begins a 30-minute Dancing session:
⚡ −10 Energy
😊 +10 to +25 Happiness, depending on the number of drinks selected.
❤️ −5 Health per drink (Health can never fall below 1).
After completing the activity, you'll also receive:
💬 A +30% increased chance of triggering a social encounter.
💕 An increased likelihood of meeting someone of the opposite sex: 65% with 1 drink · 80% with 2 drinks · 92% with 3 drinks
To ensure fair gameplay, nightclub owners cannot purchase activities from their own venue.
🏛️ New Law: Business Founding Fee
Parliament can now vote on a new law: the Business Founding Fee.
💰 Configurable from $0 to $3,000
📌 Default value: $0
Whenever a player creates a new business, the fee is paid directly into the nation's treasury. If the business creation fails after the payment has been made, the fee is automatically refunded.
These additions create new opportunities for both entrepreneurs and players looking to expand their social life, while giving governments another economic policy to manage.
Stay tuned for more updates! 🚀
August 6, 2026
🧑🤝🧑 Update: Social System & Gameplay Improvements
We've introduced several balance changes and fixes across the game to improve social interactions, character progression, and daily activities.
💬 Social Interaction Rebalance
The formula for social encounters has been updated:
(Happiness + Status + 2×Appearance) / 10
Appearance now has double weight compared to other stats, while the overall base chance has been reduced to create a more balanced system.
🤝 Sociability Decay
The yearly Sociability decay has been increased:
Previous: −10 Sociability/year
Now: −15 Sociability/year
Maintaining strong social connections is now more important than ever.
👕 Clothing & Jewelry Status Fix
A bug causing Status from clothes and jewelry to be counted twice every year has been fixed. The final Status bonuses are now:
👕 Medium Clothes: +0 Status
👔 Luxury Clothes: +5 Status
💍 LQ Jewelry: +10 Status
💎 Medium Jewelry: +15 Status
👑 Luxury Jewelry: +25 Status
✨ Appearance Status Bonus
The Status bonus from Appearance has been simplified. Instead of multiple thresholds, there is now a single requirement:
⭐ Appearance above 80 → +5 Status/year
⏳️ Faster Work Shifts
All work shifts have been reduced:
🏛️ Government Jobs
🏢 Private Jobs
🏭 Commercial Activities
Previous duration: 4 hours → New duration: 3 hours
These changes improve balance, remove calculation issues, and make character progression clearer and more consistent.
Stay tuned for more updates! 🚀
August 6, 2026
🏛️ Update: Political System Improvements
We've introduced several major improvements to the Political System, making leadership transitions smoother and party management more reliable.
👥 Vice Leaders
Political leaders can now appoint official Vice leaders.
Party Secretaries can appoint a Vice Secretary from among their party members.
Prime Ministers can appoint a Vice Prime Minister from any current Member of Parliament, even if they belong to a different political party.
If a Party Secretary or Prime Minister loses their position for any reason—such as death, travel, resignation, or removal—their designated Vice will automatically take over.
If no valid Vice has been appointed, the previous succession system based on Status will continue to be used as a fallback.
To encourage every leader to appoint a successor, the Politics section and its navigation tab will now flash until a Vice Secretary or Vice Prime Minister has been assigned.
✅ Confirmation Messages
Assigning a Vice Secretary or Vice Prime Minister now displays a confirmation message, providing immediate feedback that the action was successful.
💳 Membership Fee Grace Period
Political party membership is now more forgiving.
Instead of being removed immediately after failing to pay the annual party fee, members will now receive two years of warnings.
Expulsion only occurs after three consecutive years without payment, and the warning counter is reset as soon as the fee is paid or the player joins a different party.
These changes make the political system more resilient, transparent, and easier to manage for both party leaders and governments.
Stay tuned for more updates! 🚀
August 5, 2026
🌍 Update: Travel System Rework
The Travel system has been completely redesigned!
To reflect the new transportation options, the old Airport section has been renamed to Travel throughout the entire game.
🚗 Three Ways to Travel
Changing nations is now more strategic, with three different travel methods to choose from:
🚗 Own Car
Travel time depends on your vehicle: LQ Car — 12 hours · Medium Car — 10 hours · Luxury Car — 8 hours
Costs Fuel instead of cash: LQ — 1 Fuel · Medium — 2 Fuel · Luxury — 3 Fuel
Your car also loses 20% durability.
Requires an equipped car with at least 20% durability.
🚄 High-Speed Train
⏱️ 6-hour journey
💰 $3,000 travel cost
✈️ Airplane
⏱️ 2-hour journey
💰 $5,000 travel cost
For both the Train and Airplane, the travel fee is paid directly into the treasury of the nation you are leaving.
🌎 Arrival Mechanics
All existing arrival mechanics remain unchanged, including:
Nation transfer
Employment reset
Political party reset
Housing reset
Naturalization timer
⚙️ Improved Reliability
We've also added several improvements behind the scenes to ensure the Travel system is more reliable and handles edge cases correctly, providing a smoother experience for everyone.
This update makes international travel more immersive by giving players meaningful choices between speed, cost, and vehicle usage.
Stay tuned for more updates! 🚀
August 5, 2026
🛂 Update: Immigration Tax
A new law has been introduced: the Immigration Tax!
Parliament can now vote on an Immigration Tax ranging from $0 to $5,000 (default: $0).
Whenever a player travels to another nation, they must pay the Immigration Tax set by the destination nation, with all revenue going directly into that nation's treasury.
🌍 How It Works
The Immigration Tax:
Applies to all three travel methods: 🚗 Own Car · 🚄 High-Speed Train · ✈️ Airplane
Is charged at the moment of departure, together with any travel costs.
Also applies when traveling by car, even though driving itself has no cash cost.
🏠 Returning Home
Players are exempt from the Immigration Tax when returning to their current passport nation.
However, if you become naturalized after living abroad for five consecutive years, your passport changes. From that point on, your former homeland is considered a foreign nation, meaning you'll have to pay its Immigration Tax just like any other traveler.
🏛️ Where You Can Find It
The Immigration Tax is now displayed throughout the game:
In the Propose Bill and MP Decree menus within the Politics section.
In your nation's Politics & Government panel.
In International Politics, allowing you to compare the tax rates of other nations before traveling.
On the Travel page, where the total travel cost is updated in real time and clearly indicates when the tax is waived for citizens.
This new system gives governments another powerful policy tool while making international travel and migration even more strategic.
Stay tuned for more updates! 🚀
August 4, 2026
⛪ Update: Religion System Rework
We've completely rebalanced the Religion system to make beliefs simpler, fairer, and easier to understand.
📖 Dogmas Simplified
All 10 Dogmas have been redesigned to focus on a single primary effect. Secondary bonuses, restrictions, and mandatory behaviors have been removed, with the exception of Discipline, which keeps its activity requirement. Each Dogma now requires an annual $200 donation.
The new effects are:
🧘 Inner Peace → +5 Happiness/year
💪 Sacred Body → +5 Fitness/year
💰 Prosperity → +5% Work Income
🤝 Community → +5 Sociability/year
👑 Divine Prestige → +5 Status/year
❤️ Healing → +5 Health/year
⚡ Asceticism → +5 Energy/year
🛠️ Discipline → +5% Work Income (still requires working at least 3 times per year or you'll receive the usual penalties)
📚 Wisdom → +5 Status per Specialization (up to +15 Status)
🏅 Honor → +5 Happiness for every Sports Competition victory
🏛️ Sacred Buildings
The list of religious buildings has been streamlined. Only the following remain available:
📜 Sacred Texts — $5,000 (previously $2,000)
🏛️ Congregation Hall — $5,000
The following buildings have been completely removed from the game:
Temple
Religious School
Hospice
They can no longer be purchased, all of their effects have been removed, and they have been cleaned from existing religions. No refunds will be issued.
💸 Annual Maintenance
The previous 3-year grace period has been removed. Annual maintenance for both Religions and Political Parties now starts immediately after creation.
⚖️ New Religion Limits
To create a fairer environment, we've introduced two new limits for religions:
💵 Maximum entry fee: $500
👤 Maximum Prophet share: 50%
These limits have also been applied retroactively to existing religions.
These changes make the Religion system cleaner, more balanced, and easier for both new and experienced players to manage.
Stay tuned for more updates! 🚀
August 4, 2026
🏎️ Update: Motorsport System Rework
We've completely reworked the Motorsport system to make racing more profitable, more accessible, and more rewarding!
🔧 Cheaper Upgrades
Upgrading your race car is now significantly more affordable. The cost of all upgrades (Engine, Aero, and Electronics) has been reduced to a flat $100, while the required components have been standardized and frozen at their level 1 values:
Engine: 3 components
Aero: 3 components
Electronics: 2 components
🛠️ Simpler Repairs
Vehicle repairs are now much easier to manage. The repair cost formula remains unchanged, but Plastic and Steel are no longer required to repair your car.
🏁 Lower Costs to Compete
Taking part in motorsport activities is now much cheaper:
Training Lap — Entry cost: $200 → $100 · Fuel required: 2 → 1 · Energy cost remains 5
Winning races is now far more rewarding. The contribution from the Motorsport Fund to each race prize pool has been increased from 50% to 200%, resulting in significantly larger payouts for competitors.
These changes make motorsport a much more attractive career path and create greater opportunities for skilled drivers to earn substantial rewards.
Stay tuned for more updates! 🚀
August 4, 2026
🌍 Update: National Chats & Construction Balance
We've introduced two new improvements!
💬 National Chats
In addition to the Global Chat, each nation now has its own dedicated chat:
Vitalia
Dynamis
Fortis
These chats allow players to communicate, coordinate, and build stronger communities within their own nation.
🏗️ Construction Production Boost
The entire Construction supply chain has received a significant production increase.
Production has been doubled from 2 to 4 units per shift for all five construction-related jobs:
Clay Miner
Brick Kiln
Limestone Miner
Cement Factory
Construction Company
This change increases the availability of construction materials and helps support faster economic growth and development.
Stay tuned for more updates! 🚀
August 3, 2026
🎖️ Major Update: Military Career & Warfare
The military has officially arrived in The Dynasty Game!
A brand-new Military section is now available, allowing you to build a military career alongside the political and economic systems. Every year, soldiers of each nation will decide together whether to wage war—and where to strike.
🪖 Military Career
A new Military Career job is now available in State Jobs, alongside Government Employee.
Choosing a military career replaces your civilian job, so you'll need to decide which path to pursue.
Military training has its own unique mechanics:
⏱️ 1-hour training sessions instead of the usual 4-hour work shifts.
⚡ Energy cost depends on age: under 40 costs 10 Energy, under 60 costs 20 Energy, under 70 costs 30 Energy.
💰 Each training session pays the Military Salary, a new law voted by Parliament (default: $500).
⭐ Every session grants +1 Military Experience.
Unlike civilian jobs, Military Salary is not affected by education or experience. Higher military ranks provide greater influence in war decisions and larger victory rewards, not higher wages.
Military service permanently ends at 70 years old.
🔫 Service Weapon
To train or enlist, you must have a service weapon equipped.
Weapons can be purchased from the Weapons market and equipped in a dedicated slot.
Each training session or enlistment consumes 10% durability. A weapon lasts for approximately 10 military actions.
Service weapons are completely independent from crime mechanics. Criminal actions still consume separate weapons from your inventory.
🎖️ Military Ranks
Military Experience determines your rank, which affects both your voting power and your personal reward after a victory.
🔰 Private — 1 XP · Voting ×1 · Reward $100
🎗️ Corporal — 10 XP · Voting ×2 · Reward $200
🏵️ Sergeant — 25 XP · Voting ×3 · Reward $300
⭐ Lieutenant — 50 XP · Voting ×4 · Reward $400
🌟 Colonel — 100 XP · Voting ×5 · Reward $500
🎖️ General — 200 XP · Voting ×6 · Reward $600
🌍 The War Map
The new War section displays your nation, neighboring countries, and the four contested border zones.
Each contested zone is one of two types:
💰 Supply Zone: Generates $10,000 for the nation that captures it.
🗡️ Raid Zone: Steals $20,000 directly from the neighboring nation's treasury.
🗳️ Secret Military Voting
Once per year, every soldier with at least 1 Military Experience can cast a secret vote to attack one contested zone, or vote not to attack.
Votes remain hidden until the end of the year. Players can only see how many soldiers have voted, not how they voted.
The option with the highest total voting weight is selected. If there is a tie, no attack is launched.
An important strategic rule: there is no passive defense. The only way to defend a contested zone is by voting to attack it yourself.
⚔️ Enlistment & Battles
Soldiers with Military Experience and an equipped weapon may enlist for the year's campaign.
Enlistment immediately consumes 10% weapon durability, is irreversible, and happens before voting results are revealed.
When both neighboring nations target the same zone, a battle begins. The winner is determined by the total Military Experience of all enlisted soldiers, not by the number of participants.
If your nation wins:
🏴 The nation captures the contested zone.
💰 You receive your rank's personal reward.
❤️ You lose 5 Health.
If your nation loses:
❌ No reward.
❤️ −15 Health
😊 −10 Happiness
If no battle occurs—because the nations attacked different zones or chose not to attack—no soldiers lose Health, even if territory changes hands.
One important economic detail: victory rewards are paid from your own nation's treasury, not created out of thin air.
🛂 Passports & Military Service Abroad
Your Military Experience and rank are tied to your passport, not your current location.
While abroad, your military career is suspended: no training, no military job, no voting, no enlistment. You'll still be able to view your nation's military situation in read-only mode.
If you enlist and then leave your country before the campaign ends, you will not participate in the battle. You receive no reward and no penalties, but your nation fights without you.
If you remain in a foreign country for 5 consecutive years, you will automatically receive that country's citizenship. Your Military Experience and rank will be reset, and you'll begin again as a Private in your new nation's army. You'll receive a warning during your fourth year abroad so you can decide whether to return home.
🏛️ Military Salary Law
The Military Salary is now a new law that can be voted on by Parliament, with a maximum value of $50,000.
You can view the current Military Salary in your nation's law summary, as well as in the International Politics section to compare how much Vitalia, Dynamis, and Fortis pay their soldiers.
This update introduces an entirely new strategic layer to the game, combining military careers, politics, diplomacy, and warfare into one interconnected system.
Stay tuned for more updates! 🚀
August 2, 2026
🎒 Update: Special Items Rework
We've completely reworked several Special Items to make them more useful, intuitive, and balanced.
⚡ Instant-Use Items
Three items that previously occupied your equipment slot for years are now instant consumables:
Organiser Planner → +5 Energy
Office Equipment → +10 Status
Economic Merit Certificate → +50 Happiness
Simply use them whenever you need their bonus—no more keeping them equipped for small yearly benefits.
🏛️ Political Items Rework
The Prime Minister Sash and Grand Cross of Civil Merit have been redesigned to reward active politicians. Instead of providing passive Status, they now grant:
Prime Minister Sash: +1 Parliamentary Vote
Grand Cross of Civil Merit: +2 Parliamentary Votes
These items no longer lose durability over time. Instead, they lose 20% durability each time you vote in Parliament, allowing 5 votes before they are consumed. If you don't use them, they won't wear out.
👑 Prestige Items Buff
Three of the game's most prestigious items have become true Status powerhouses:
Double Gold Honour
Family Diamond
Dynasty Codex
Each now grants +100 Status per year, making them worthy rewards for outstanding achievements.
⚖️ Additional Balance Changes
We've also made several balance improvements across other Special Items:
Basic Supplements
First Aid Kit
Nutrition Plan
Full Vaccine Course
Private Medical Checkup
have all received adjustments to their healing and fitness effects.
Additionally:
🏅 Athletic Grand Slam Trophy now provides +20% performance in your chosen sport.
🏗️ Builder Crest, Sacred Relic, and Network of Influence have received small adjustments to their yearly bonuses.
Finally, if you already had an Organiser Planner, Office Equipment, or Economic Merit Certificate equipped, don't worry—they have been automatically unequipped. No items have been lost, and no action is required on your part.
Stay tuned for more updates! 🚀
August 1, 2026
🏛️ Update: Parliamentary Attendance Rule
A new parliamentary rule has been introduced to encourage active participation in government.
From now on, any Member of Parliament who fails to vote on a proposed law will be automatically removed from Parliament for absenteeism.
This change ensures that parliamentary seats are held by active representatives who take part in shaping their nation's future.
Stay tuned for more updates! 🚀
August 1, 2026
⚖️ Update: Antitrust Tax
A new economic regulation has been introduced: the Antitrust Tax!
This tax is designed to prevent excessive concentration of power within the same supply chain and reduce the risk of monopolies.
The tax is paid by company owners for every company they own beyond the first one in the same supply chain:
🍔 Food
⚡ Energy
🏗️ Construction
🧪 Chemicals
🚗 Automotive
🪖 Military
💎 Luxury
👕 Apparel
The Antitrust Tax can be voted on by politicians, allowing governments to take action against players who control too much of a single industry.
This new system adds another strategic layer to economic management and gives nations a powerful tool to maintain a more competitive market.
Stay tuned for more updates! 🚀
August 1, 2026
🏛️ Update: State Auction Improvements
We've introduced new improvements to the State Auction system!
⏳ Auction Timer
State auctions now include a countdown timer, allowing players to clearly see how much time remains before an auction ends.
💰 Remaining Company Funds
Players can now view the remaining funds available in commercial activities currently listed for auction.
When a player wins an auction, they will also receive the remaining company funds together with the acquired business.
These changes make state auctions more transparent and strategic, giving players all the information they need before placing their bids.
Stay tuned for more updates! 🚀
August 1, 2026
🏆 Update: General Ranking Rebalance
We've made several changes to the General Ranking to better reward long-term gameplay.
National Competitions
Winning a National Competition no longer awards 1 ranking point. While you'll still earn the victory and its rewards, it will no longer contribute to the General Ranking.
Olympic Medals
Olympic medals have also been rebalanced:
🥉 Bronze Medal: 1 point (unchanged)
🥈 Silver Medal: 2 points (unchanged)
🥇 Gold Medal: 3 points (reduced from 5)
New Longevity Rewards
A new way to earn General Ranking points has been introduced! You'll now receive points when one of your characters reaches the following ages:
🎂 60 years old: +1 point
🎂 70 years old: +1 point
🎂 80 years old: +1 point
🎂 90 years old: +2 points
🎂 100 years old: +3 points
These changes place a greater emphasis on building successful, long-lasting dynasties while reducing the impact of individual competitions on the overall ranking.
Stay tuned for more updates! 🚀
August 1, 2026
🏛️ Update: Parliamentary Chat
A new Parliamentary Chat has been added to the game!
Each nation now has its own private parliament chat, giving lawmakers a dedicated place to discuss proposals, coordinate votes, and plan the future of their country.
The chat can be found in the Politics section and is accessible exclusively to members of parliament, ensuring that parliamentary discussions remain private.
Stay tuned for more updates! 🚀
July 31, 2026
👶 Update: Child Care System Rework
The child care system has been completely redesigned to make raising a family more engaging and realistic.
Instead of paying the previous fixed annual child support of $600 per child, each child now requires:
1 × LQ Food
1 × LQ Clothes
These items are automatically consumed from your inventory once per year.
If you're missing the required items:
$2,000 fine if both items are missing.
$1,000 fine if only one item is missing.
No fine if both items are available, and you'll also receive +5 Happiness and +5 Sociability for each child.
Additionally, if the same child receives fines for two consecutive years, the child will be removed from your family after the second year's fine has been paid.
To help players stay prepared:
The Annual Report now warns you when you don't have enough supplies for your children.
A new 👶 notification has been added to the Things To Do panel on the Home page whenever your stock of LQ Food or LQ Clothes is insufficient.
Finally, the old "Child Support" entry has been removed from the Upcoming Expenses section of the dashboard.
Stay tuned for more updates! 🚀
July 30, 2026
👶 Update: Family System Improvements
We've introduced new improvements to the family system!
Adoption is now available for opposite-sex couples, at a cost of $15,000 per partner.
If you're married to an NPC spouse, adoption is available for a flat $30,000, paid entirely by the player.
We've also updated the fertility system:
Female characters now experience a gradual decline in fertility between the ages of 18 and 50, making family planning more realistic.
If a male player character is married to a female NPC, the same fertility formula is applied to the male player character instead.
These changes make family planning more dynamic while expanding the options available to players.
Stay tuned for more updates! 🚀
July 30, 2026
🌍 Update: Import & Export Taxes
International trade has become much more strategic!
We've introduced two new tax systems that are now decided by each nation's government:
Import Tax: Each nation can vote for an import tax between 0% and 60% on goods purchased from foreign countries by its citizens. The revenue goes to the importing nation. This replaces the previous fixed 20% rate.
Export Tax: Each nation can now also vote for an export tax between 0% and 60% on goods sold to foreign citizens. The revenue goes to the exporting nation. This is a completely new mechanic.
For every international trade transaction, both taxes apply:
The Import Tax set by the buyer's nation.
The Export Tax set by the seller's nation.
Both taxes are calculated independently on the product's base price (they are not compounded), while the existing retail VAT remains unchanged and is applied separately.
This update gives governments powerful new tools to shape their economies and adds a whole new strategic layer to international trade.
Stay tuned for more updates! 🚀
July 30, 2026
🎉 Update: Referral Program Is Now Live!
A new government has taken office... and a new feature has arrived! 🚀
The Referral Program is now available under Social → Referral Program.
Invite your friends to join the game and earn rewards together:
🎁 Rewards for the player who invites.
🎁 Rewards for the new player who signs up.
Spread the word, grow the community, and enjoy the benefits together!