The team has been hard at work to bring you quality content as part of a new and improved gameplay experience.
Here's an overview of what's included.
Village Aspirations
A fundamental aspect of Foundation is the customisation of your experience, which is reflected in the game by the organic growth that makes each village unique. With 1.9, we wanted to go one step further and give you the ability to achieve Village Aspirations: optional objectives that offer different ways to play in order to nab sweet GOG or Steam achievements. Examples include building an Abbatial Church or having 100 citizens in your village
Village Aspirations are another way for us to not only increase the replayability of Foundation, but also to make it a somewhat more challenging experience.
Progression revised from the ground up
Update 1.9 changes several elements of Foundation, including the way you progress into the game. Now, each Estate—whether it be Labour, Clergy or Kingdom—has several unlockables of its own. Investing influence in and thus favouring one Estate makes it more difficult to progress with the others. This dynamic requires more planning on your part and adds weight to your decisions without restricting your ambitions.
In addition to Estate-specific progression paths, there is also a common progression path, which includes quite a few essential production buildings in Foundation, such as the Warehouse, the Stonecutter Camp and the Fishing Hut. In either case, you will need to reach different tiers of Prosperity before being able to unlock some of the most desirable options. This new measure of your success takes into account six factors: wealth, territory size, trade, population, splendor and beautification.
Our next updates will focus on upgrading both the Kingdom and Labor progression paths.
Edicts and privileges
You may have noticed that the progression page has a tab dedicated to edicts and privileges. This is another new feature introduced with Update 1.9. The first case represents what may be described as laws that you enact in your village. The second case represents rewards given by the different Estates to their most loyal Lords or Ladies.
Edicts and privileges grant important boons such as reducing a Splendor penalty between two Estates, increasing the market value of certain resources or reducing the maintenance cost of production buildings by half. They are unlocked with coins or influence points. Afterwards, you just have to choose the edicts or privileges you want to activate.
Buildings and sub-buildings
The city-building aspect is at the heart of the Foundation experience, so we wanted to let you expand the capabilities of your buildings. You can now assign functions to a group of building parts (what we call sub-buildings) instead of individual parts. Each sub-building will therefore be linked to a single function (e.g. Treasury) which you can change should you desire so.
In a few words, this means that a Monastery can now be home to a Chapel, a Scriptorium, a Hospitium, a Monastic Garden and so on. The same goes for a Market, which you can expand by adding a sub-building associated with a separate function from the parent building if you wish, such as a Luxury Goods Stall. At any time, it is possible to browse each of the functions of a parent building thanks to the "Parts List" tab.
A glorious Monastery
Progressing on the Clergy path, you’ll soon notice important changes. For starters, there are several new functions available, including a Hospitium that will host visitors, a Scriptorium that will help you produce Manuscripts used to promote your faithfuls or a Cloister where they can meditate while fulfilling a new need. Moreover, you will have the pleasure of building a prettified Abbatial Church: our artists have done a great job upgrading its visuals for your enjoyment!
Taxes for all
Previously, Foundation's economy was largely tied to market stalls. With Update 1.9, taxation replaces the main way to fill your coffers. The Manor House now has a Tax Office function, which is combined with the Tax Collector job. Each house accumulates coins over time, and it's up to you to decide how heavily your village will be taxed. But beware: people are not too keen on having to pay much, so there is a balance to be struck so as not to collapse your global Happiness factor!
Even more modding possibilities
In keeping with our commitment to the modding community, we've outlined several new features that are sure to snowball in the coming weeks. Without getting too technical, the major changes to unlockables, the progression system and narrative choices will certainly result in the creation of mods that we'll be happy to share with you!
Looking forward to a bright future
Foundation’s 1.9 update is multi-faceted and marks an important milestone in our Early Access (EA) journey. We hope you will enjoy how we reimagined some of the existing systems while adding more depth to the core medieval city-building experience.
As for what the future holds, in the short term work has already started on a first patch to fix newly discovered bugs. At a later date, and after focusing a lot on the Clergy progression path—particularly the Monastery—we want to give the other two Estates the attention they deserve. We plan to overhaul the Kingdom and Labor progression paths, in that order.. We will let you fill in the gaps as to what that might entail.
We've updated the public preview to version 1.9.0.22.0928.
Please note that this update is currently still in development. In order to try it, you have to first opt into the preview beta channel on Steam (right-click on Foundation, click Properties, click BETAS, choose preview from the dropdown, launch the game).
Here's the highlights of this latest patch:
Tweaks/QOL
Once the Edit tab is accessed from the Build menu, the scrollbar will now reset
Added a slot description for locked Privileges
The Estate Upkeep cost modifier now always shows Reduced by 100%
The free territory value will now be updated live in the menu
Added a Taxes tooltip for villagers
Improved the balancing and naming of Stone Bridge parts
Improved the Giant Gate monument
Improved/Updated the names and descriptions of various monuments, categories
Moved the Logistics building category to the first position in the Build menu
Important audio effects improvements
Various onboarding enhancements
Various performance enhancements
Various localization enhancements
Bug Fixes
Delivery Quests couldn't be completed even though the right amount of resources needed were in granaries/warehouses
Food never depleted after hosting a fair
Additional Edict slots were unlocked after a reload
Trader from Northbury could get stuck on the Mountain map
The Scriptorium (from the Monastery) was missing from the list of workplaces in the Book
The Confirm Delivery button for a Delivery Quest was missing
The Sturdy Material Edict showed a 0 Days Left duration
Quests could be obtained a second time before the deadline of the first one was over
Blueprints could be studied by the Bailiff and give no rewards
The sub-building Create button had the wrong tooltip
Information from taxes could be cumuluted as you switched between sub-buildings and their parent
The Advice can be heard event was missing instructions to activate it
There were inconsitencies between the listed effects and the Bulk Trade Edict's tooltip
Workers could be in surplus after removing rooms from a workplace
The lodging dropdown (Hospitium) displayed profile statuses instead of names
The nun need for Stone Cloister was misplaced
The Sub-Buildings string was missing for localization purposes (in the Parts panel)
Crash fixes
Crash when a market was deleted while there was an active reservation
Crash related to an abandoned territory
Crash when a Military Fort was switched to another function
Crash when you switched from Edit Building to Parts List on modded monuments
Crash due to missing workplace data on modded worplaces after loading a save
As promised, we are happy to let you try Foundation’s upcoming 1.9 Update before its official release.
Starting right now, you can opt into the public playtest on Steam and have a taste of what the team has been working on for the past several months. You will find detailed instructions on how to configure your game further below.
Update 1.9 marks a significant milestone in the development of our medieval city-building game. We encourage you to play on the Clergy progression path, as it is the most advanced in terms of narrative and unlockables out of the three available Estates in Foundation.
Here’s some highlights from Update 1.9:
The Monastery monument (from the Clergy Estate) has been significantly enhanced. There are plenty of new functions available, including a Hospitum (to host visitors), a Scriptorium (to produce Manuscripts, a new resource) and Nun Dorms to which you can concede female villagers for the first time!
Monuments can now have sub buildings. For instance, you can build a Chapel inside your Monastery, or a Great Hall in your Manor House, both made from multiple parts. You can also switch the functions of sub buildings at will should you require so.
Progression in Foundation has been completely redone. At the beginning, you will unlock buildings from a common progression path, then you will have to choose which of the three Estates—Labor, Kingdom or Clergy—you want to invest towards.
The economy has also shifted dramatically from being market-centric to now relying heavily on taxation. You will have to build a Tax Office, assign a Tax Collector and strike a balance between filling your coffers without tanking your global Happiness factor!
You will notice that narration plays a bigger role in Foundation than ever. Indeed, we’ve added a large number of interesting events and opportunities, ranging from hosting fairs to improving trades with neighbors and much, much more. In that same regard, players will feel they have more of a say as Lord/Lady thanks to the addition of more extensive narrative choices.
Edicts and privileges let you bend the rules in your favor. The former are laws you enact for your village, while the latter are special ‘gifts’ handed out by Estates to their most loyal followers.
Onboarding quests will help new and returning players alike get their bearings. Of course, you can choose to skip them altogether!
How can I participate in Foundation’s Update 1.9 Public Playtest on Steam?
Open the Steam client
Right-click on Foundation
Click on Properties
Click on BETAS
Under Select the beta you would like to opt into, choose preview
Launch the game
We hope you have fun while you give this update a go! Feel free to discuss the update here on Steam or on our official Discord channel.
Progress on our next major update (1.9) is going at a steady pace and today we have yet another new feature to delve into, so let’s get started!
While overhauling the progression system—one of our priorities for 1.9—we have thought about new ways to reward your efforts after investing time and resources either in the common progression path or towards specific Estates.
We also wanted the unlockables to feel impactful and add a new layer of decision making to the game. This is how edicts and privileges and technologies came to life, each influencing the inner workings of your village.
Edicts are special laws you can enact in your village. More often than not, they have a negative tradeoff you should be aware of, which adds to the weight of your decisions. Reaching new progression tiers, which is achieved by raising your Prosperity, will let you enact even more edicts.
Edict examples:
An edict that double minerals production but halves food production
An edict that halves serfs’ comfort need but reduces their taxation rate
An edict that refunds half of the tools spent after completing a construction but slightly raises construction time
Privileges let you bend the rules of the game and reflect how well you are doing with a specific Estate—be it Labor, Clergy or Kingdom. As you gain Splendor for each Estate, you will be granted various benefits that will make your city-building experience that much more immersive…and fun!
Privilege examples:
A Labor privilege that allows you to develop your splendor with another estate at half the net splendor penalty
A Clergy privilege that adds a new taxation type, the Tithe (revenue with churches), and you will get a share of it
A Kingdom privilege will half the normal territory recurring fees
At the moment, the number of edicts and privileges you can have at once depends on the progression tier you’ve reached either in the common path or with a specific Estate.
We hope this preview has you pumped about the future of Foundation. More details about the evolution of the 1.9 update and the availability of a public playtest will follow soon.
Greetings Foundationeers! At last we have some news to share with you concerning update 1.9!
We are happy to confirm that since last week, we have started two waves of private playtests for the new update, with more waves to follow.
The 1.9 update is one of our most ambitious updates yet, with many improvements to the core experience that represent the culmination of what Foundation is about.
The private playtests will be followed by a public preview phase—accessible to all—during which we’ll also assist modders to transition their mods toward update 1.9.
We can’t wait for you to try out what we have been working hard on these last few months. We’ll keep you posted once we have a target for the release.
In the meantime, know that the team is pouring its heart out to deliver you an update with the same high level of quality that you expect us to deliver.
Once again this year, we are pleased to celebrate PC gaming with a great discount for Foundation.
Starting right now and until July 7, 2022, enjoy 25% off on our game.
It's time to scratch that itch to play a different kind of medieval city-builder. Create unique-looking villages bustling with life. Customize monuments and thrive as you optimize supply chains. It's our own twist on the genre which offers you a serene experience based on organic growth...and freedom of action!
Hi everyone and welcome to a new sneak peek of our upcoming update.
With Foundation 1.9, we reworked how players progress through the game. There will now be a common progression path, which is divided into different tiers just like Estates. Each tier—and its accompanying core buildings—will be unlocked once specific score thresholds are met (Prosperity).
Alongside our new common progression path, players will also be able to dedicate themselves to one or more of the three available Estates (Kingdom, Labor or Clergy). Essentially, what this means is that players will get to experience Foundation in a very different and meaningful way. This is also part of our plan to further encourage replayability.
Say for example that a player dedicates himself or herself to the Labor Estate. In this case, the gameplay will revolve around a careful balancing act between happiness and taxation. As progression is made, new taxation options will become available, thus rewarding players with features that feel right to them.
One thing to keep in mind is that dedication to one Estate makes it harder (but not impossible) to make progress with another’s.
We hope you will enjoy the added depth to progression systems coming up in 1.9. Player agency is something we believe helps create better, more immersive games. This is one of the few steps we are taking to achieve that goal with Foundation. Next time, we will cover a new kind of unlockable that is sure to spice things up!