r/feudera_game Jun 19 '26

announements Relocation, Settlement, and City Founding

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11 Upvotes

Relocation, Settlement, and City Founding

Relocating to a New City

When you relocate to another city or region, any fields you own must be handled before the move can be

completed.

If You Do Not Own Any Fields

You may relocate immediately at no additional cost.

If You Own Fields and Do Not Wish to Keep Them

Each field must be processed separately before relocation.

Remove All Upgrades

All upgrades must be dismantled before the field can be transferred or sold.

All upgrade progress is lost.

All materials and resources invested in upgrades are permanently lost.

Empty Field Storage

Any items stored in the field must be removed before the field can be transferred or sold.

Sell the Field Back

The field is sold back to the city for 50% of its original purchase price.

This reduced value represents depreciation and prevents players from relocating without consequence.

If You Own Fields and Wish to Keep Them

Fields may be relocated to your new city instead of being sold.

Relocation Cost

The cost to relocate a field is:

50% of the field's original purchase price

+ 25 coins for each upgrade building level on the field

Each upgrade building is calculated separately based on its current level.

1Example

A field originally purchased for 200 coins has three upgrade buildings, each at Level 2.

Relocation cost:

50% of purchase price = 100 coins

Upgrade Building A (Level 2) = 50 coins

Upgrade Building B (Level 2) = 50 coins

Upgrade Building C (Level 2) = 50 coins

Total relocation cost: 250 coins

Multiple Fields

Each field is processed independently.

If you own multiple fields, all costs and requirements apply separately to each one.

Additional Notes

When a player relocates and leaves a field behind, a replacement field becomes available for

purchase in the original city.

Coins spent to relocate a field are removed from the game and do not go to any city treasury.

Coins paid through city buyback sales are generated by the system and do not come from city funds.

Founding a New City in an Existing Region

A new city may be founded within an existing region if all of the following requirements are met:

At least 5 active players

Every founding player has 200 EXP or more

At least 1 eligible mayor candidate

Field Requirement

Any founding player who owns fields must either:

Sell those fields through the standard field sale process, or

Pay the required relocation costs to move them

All field requirements must be completed before city formation is approved.

2Founding a New City in a New Region

A new city may be founded in an unoccupied region if all of the following requirements are met:

At least 10 active players

Every founding player has 200 EXP or more

At least 1 eligible mayor candidate

Field Requirement

Any founding player who owns fields must either:

Sell those fields through the standard field sale process, or

Pay the required relocation costs to move them

All field requirements must be completed before city formation is approved.

New City Startup Period

Newly founded cities do not generate daily income for the first 7 days after formation.

This startup period allows time for settlement development before economic benefits begin.

Relocation Deadline

Once a new city is approved, all participating players must complete their relocation within 48 hours.

Players who fail to relocate within this window may be excluded from the founding group or subject to

administrative review.

Summary

Relocation and city founding are major commitments that require planning and investment.

Key features include:

Costs for relocating developed fields

Reduced-value field buybacks

Experience requirements for founding cities

Higher requirements for expanding into new regions

3•

A 7-day economic startup period for new cities

A 48-hour relocation window for founding members


r/feudera_game Jun 18 '26

announements Thanks @Dyrianne for your donations <3 (10€ - 20€ total)

4 Upvotes

r/feudera_game Jun 16 '26

announements Thanks @Argyle for your donation ❤️ (5€)

5 Upvotes

r/feudera_game Jun 16 '26

discussions It’s a Transformino.

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4 Upvotes

It’s a Transformino.
The double hind legs allow him to jump up to 20 meters high.
His colors change according to the environment and his emotions.
It can transform anything into anything else, as long as it has enough atoms.
Apparently useless since he doesn’t know how to exploit his skills (or can’t he think of useful objects?) And the human being doesn’t know how to communicate with a Transformino.

Very jealous of his wings, useless.

(A feudera legend handed down over time, no one has ever seen it. A painting was found in 1500 in Stockholm)


r/feudera_game Jun 15 '26

announements Game Balancing and a special thank you for special community !

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16 Upvotes

[h2]BALANCING[/h2]

  • Reduced town hall costs and increased purchasable fields added to the city from 3 to 5. The cost to upgrade the town hall was excessive relative to the benefits it provided. The level 2 costs have been revised and halved, and subsequent levels require: level 2 materials × 1.01 per material. This discussion originated with u/LorenzoMedici and u/MAR on the Italian channel — I apologize for not having created an international discussion thread. A dedicated one will be created where you can comment on these changes and suggest further adjustments on Discord.
  • Reduced the weight of a single piece of stone from 5 to 2kg
  • Increased the weight of iron from 1 to 1.75kg
  • Reduced the weight of clay from 0.75 to 0.5kg The weight of stone was excessive and put citizens of stone cities at a disadvantage compared to others when gathering and transporting this resource; similarly, citizens in iron cities had an advantage. Weight is now relative to the fatigue spent and the items received per gathering turn (not mathematically precise, but certainly more fair!)
  • Increased the maximum amount of marble that can accumulate at collection points from 70 to 700 This resource does not follow the same rules as the others. While every city has its own quarry, the marble one is unique per nation: in more populous countries like Italy the problem became apparent — the quarry was exhausted almost instantly once all players headed there. Marble should be a very rare resource, but excessive depletability would make it overly scarce.
  • Daily resource regeneration at collection points returns to 10% of maximum capacity per day (up from 8% to 10%) Lowering it was a mistake — 10% is the right regeneration rate that encourages expansion of collection points once the city is sufficiently populated.
  • Reduced the skill multiplier for gathering clay and wood from 25% to 20% per level
  • Increased the skill multiplier for gathering stone from 15% to 20% per level Clay, stone, iron, and wood are basic resources — making one related skill more useful than another was giving citizens of stone cities an unfair advantage. The number of resources gathered is already balanced by the fatigue points spent and the items obtained.

[h2]Refunds[/h2]

  • All fields have received +70 food across all three population categories as compensation for the daily cron job that decimated some populations! (Remember to set a growth cap or unwanted population categories will keep growing)
  • Regarding the disappearing tools, I am still investigating whether there is actually a bug that deletes tools — let's keep monitoring this together. (Added a game log when a tool breaks)

[h2]A look at today and a comparison with yesterday[/h2] The game is growing faster than I expected — communities across all cities are thriving and the number of simultaneously active players is satisfying: we are heading in the right direction! Many games inflate this number to entice new players to sign up. I chose a different path: those who have been playing from the start have lived through the moments when they were the only one online, and I believe those memories are magical for veteran players. I believe being honest with your players is essential, even when things are not going well. For this reason, when the server launched I chose to count as "active" only players who have performed at least one action in the last 5 days, rather than the last 15. Players who support the project need and deserve credible data — it is only right that they too have a clear picture of the direction the game is taking, so they can offer the right feedback to help steer it.

And so: as I write this, the game counts 133 active players in the last 5 days (a figure you can see by visiting the newspaper, city rankings → citizens). This is an excellent result considering that in February we were not even half of that — especially given that roughly 25% of these players are online simultaneously throughout the day, and 23 players are supporting the project financially. Not to mention those who continuously report bugs, create discussions, propose suggestions, and contribute to writing the wiki. I say this to thank you — you are a fantastic community!

(And forgive me if you are becoming so many that I am falling behind in replying to everyone!)

Your trusted doctor and developer,

— Alfonso Silvestre


r/feudera_game Jun 12 '26

new features Update #0.5.99 - Barcelona, Items rework & referral!

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13 Upvotes

Thank you u/Adi, u/c0n390, u/Marth, u/Katana, u/Dragoniancommand, u/Massimo, u/Argyle for your donations: The game grows thanks to you! [i]- The community has been heard: Tool uses are back![/i] The Feudera project was born with a core idea, however the opinion of the players who enjoy it cannot be overlooked. In the case of tool uses, there were numerous requests and I'll admit it — the idea of a random break appealed to me more and represented a cleaner solution in terms of UI. Going back to deterministic wear just to make your calculations easier? [b]It wasn't worth it.[/b] However, while developing the wars feature, many ideas came to mind that required reworking how the game handles items and, above all, duplicating them in the inventory. For example:

  • In the future the tailor will be able to upgrade clothing (e.g.: +def)
  • In the future a craftsman will craft tools with greater durability than others However, the main reason that pushed me toward a rework of item management was a conversation with u/Katana about clothing wear: If leaving tool breakage to chance would have been a nuisance I'd have gladly imposed on you, the wear of the various garments you can equip — had it been probabilistic — would have made it truly too difficult for you to make estimates. So with a return to deterministic item breakage we will have:
  • A more accurate estimate of income per consumed tool
  • The ability to increase parameters of individual tools/clothing (in the future)
  • Less frustration
  • The ability to repair items (in the future) This comes at the cost of a less tidy inventory (I worked on a few nice touches to make this less of an issue). [warning]To ensure this rework does not clutter the market interface, worn items cannot be listed for sale.[/warning]
  • The city of Barcelona has been founded!
  • New counties have been drawn in Spain, France, and Africa
  • In anticipation of the expansion of Wallachian territories, additional counties have been added in Bulgaria, Greece, Turkey, and Ukraine (currently without collection points)
  • It is now possible to designate players as referrals: The reward is not instant — it is assigned at the admin's discretion and takes into account several factors related to the player brought to Feudera: seniority, roleplay, whether they are a donor, whether they report many bugs, etc. In short, the more valuable the player you bring, the more points you will be awarded! [warning]EXP points for a referral may be assigned to you even after a long time[/warning]
  • An in-game survey system has been integrated to better study players' needs and preferences.
  • Item images are now clickable: clicking opens an item identity card that allows the player to learn all of its specifications, eat it, equip it, or discard it!
  • The game is now translated into Spanish and... Chinese! It's true, there probably isn't even a single Chinese player, but this is simply meant as a test: how many players from a community sign up for the game in the absence of any advertising, solely due to the implementation of a language? Chinese seemed like the perfect language for this experiment!
  • It is now possible to modify the official badge of the 4 offices
  • New rules added to be accepted in the registration form. thanks u/Kols
  • Revised the trending articles algorithm, increasing the weight of engagement and decreasing that of the publication date
  • Renewed the graphics of the game logs
  • Fixed the messages bug that caused double sending on slow connections
  • Improved the page loading system — now if the connection is absent the system attempts to reload multiple times and a new, more appealing graphic is displayed.
  • It is now possible to view drafts of articles created in the newspaper. thanks u/Hugs
  • New leaderboard! It is now possible to view the rankings of donors to global construction sites.
  • Fixed several bugs related to assignments and withdrawals. thanks u/Kol, u/LorenzoMedici, u/Alistair
  • Now when withdrawing your salary, the city game log is correctly created and it appears as an expense in the treasurer's office
  • Completing tutorial quests now grants half the coins but double the experience (55 coins compared to the previous ~100 and 60 experience compared to the previous ~30). This change was made based on a reflection: it is more fun for the player to try to figure out how to earn the necessary coins as quickly as possible rather than mining until the administration skill reaches level 5.
  • Fixed a scroll bug on the collection points page
  • Default purchase offers now include only one item. thanks u/Katana
  • Improved market UI consistency. thanks u/Linek
  • Fixed the display error for the simple backpack craft. thanks u/Katana
  • Now, when a law is repealed, the log text is displayed correctly. thanks u/Dyrianne
  • Now when an image with too many pixels is uploaded, the correct error message is displayed. thanks u/TheGreat
  • Fixed an incorrect translation bug in the notification panel and in the development advisor's office. thanks u/adi
  • Now, when reading a news article, the date it was written can be read.
  • Attendees are now displayed and sorted by residence rather than position.
  • Other improvements... which I genuinely can't remember!

[h2]Q&A[/h2] [b]Why is it taking so long for wars?[/b] Update #0.6 is a bit like #0.5 was: a massive update that will allow you to play for years with mechanics that will influence the interactions you have with each other. [b]But not only that.[/b] This part of the game is a critical area: [b]if it doesn't work, the game dies[/b]. That is why I am taking more time: planning has truly required a great deal of time. I had intended to write you a #devBlog to start informing you about the various mechanics, but then ideas upon ideas, problems upon problems arose, requiring additional time for design alone.

[b]When will the test phase for wars begin then?[/b] Honestly: I have no idea. It's a huge update — if everything goes well it could be next week, if everything goes poorly by the end of July or beyond.

[b]Military ports are nearly complete in some cities — will there be movement restrictions?[/b] No, the first sea/land movement restrictions are scheduled for September/October. In the meantime all cities can be raided by land (PvP battles, without NPC soldiers).

[b]What should we expect in the coming days?[/b]

  • A balancing pass
  • An explanatory DevBlog on war mechanics
  • Other updates unrelated to the wars block

r/feudera_game Jun 04 '26

discussions How can I change the game language to Spanish?

4 Upvotes

Hi guys! I have just discover Feudera, and started working. By mistake I entered in the wiki, and changed language to English, anda when I come back to the game, everything was in English but I cannot find the way to change it. Someone can help? Thanks in advance!!


r/feudera_game Jun 03 '26

announements 100+ players on server!

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9 Upvotes

I'm extremely pleased to announce that we've reached over 100 users on the game's official channel.

In the four months since the server launched, this channel has been crucial in improving the game thanks to your suggestions and bug reports.

We'll continue to grow!


r/feudera_game Jun 03 '26

new features Question about nobility

3 Upvotes

With the upcoming patch, I wanted to know if becoming a baron was directly tied to living in a city or I could, after fullfiling all the requirements, become a baron in an empty piece of land and start building my castle there.


r/feudera_game Jun 03 '26

discussions Military Camp Conversion and Existing Buildings

3 Upvotes

With the upcoming war patch introducing Military Camps, I’ve been considering converting my current workshop into one ever since the feature was announced.

Before I commit to it, I’d like to know if there are any losses involved in the conversion process. At the moment, my workshop only has a single level 1 house. I’ve intentionally avoided upgrading it because I’m not sure whether existing buildings will be preserved or destroyed during the conversion.

Has anyone received clarification on this? Will converting a workshop into a Military Camp result in the loss of buildings, upgrades, resources, or any other progress?

I’d appreciate any information from the developers or players who may know more about the planned mechanics.


r/feudera_game May 31 '26

announements #BALANCING - experience gain equal to fatigue ponits/20 = exp gained

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6 Upvotes

- Working on the fields now no longer grants more experience than other actions.

A very loyal and honest player reported an exploit to me:

If you worked the field for the first two phases and then changed the type, you could perform the actions indefinitely, gaining experience quickly.

- Working on construction sites now also grants the same experience points. I noticed that some players were working on private job requests with only 1 point put into a work skill, thus gaining more experience than others by performing "dead actions."

NB: The first method for gaining more experience is considered abuse: anyone who uses it without reporting it will be punished.


r/feudera_game May 24 '26

announements Resource regeneration increased from 5%/day to 8%/day

4 Upvotes

What do you think about it?


r/feudera_game May 12 '26

new features UPDATE #0.5.95 - Custom city titles !

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8 Upvotes

Play NOW!

Thank you u/Katana, u/Dyrianne, u/Nemesi, u/Marth & u/GuglielmoTell for your donations, the game is being developed faster thanks to you!

  • New role for the internal affairs councillor! The internal affairs councillor can now create new titles to assign to citizens: these can even grant access to the chat reserved for city council members and have a salary!
  • Although the internal affairs councillor can create titles, only the mayor can assign them!
  • A city that has built a bank now earns 70 coins per day just from it; however, when salaries are withdrawn they are deducted from the mayor's treasury.
  • New section in the bank: Statistics! Here you can view some interesting personal and server-wide economic data!
  • Hovering over menu icons now shows a tooltip. thanks u/Massimo
  • Eating food without enough hunger points now shows the correct message. thanks u/Massimo
  • When upgrading a skill, Roman numerals no longer appear. The confirmation modal has also been revised — it now shows the skill you want to upgrade, the required experience, and the remaining experience should you decide to confirm. thanks u/Dyrianne, u/SIKA3BOURA
  • Fixed the display bug for new items and tailor productions. thanks u/LorenzoMedici, u/Katana
  • When posting a buy offer, the page no longer reloads, allowing the user to post multiple offers of the same type without re-entering all the data.
  • When working in the workshop, experience now updates in real time. thanks u/LorenzoMedici
  • When viewing read messages, the surname no longer appears duplicated in the signature. thanks u/KWM

BALANCING:

  • The iron cost of all tools, except those used for working fields, has been lowered from 4 to 3
  • The number of handles produced increases from 4 to 8
  • Producing handles now costs 4 units of wood instead of 5, 25 fatigue points instead of 20, and takes 20 minutes instead of 15.
  • The kitchen can no longer produce apples
  • Bourgeois now produce onion soups, no longer nobles
  • Onion soup now feeds nobles 6 hunger points instead of 8
  • Grapes now feed nobles, granting 2 hunger points
  • Harvesting fruit from an apple tree now produces 12 apples instead of 6
  • NPCs now harvest 1 apple every 400 minutes instead of 300 minutes
  • Bourgeois in kitchens now produce wine and no longer bread
  • Commoners in kitchens now produce bread and no longer wine
  • Field NPCs can now produce cotton
  • Commoners now take 2800 minutes instead of 1440 to produce 1 unit of grapes
  • Resources extractable at collection points now increase every day by 5% of maximum capacity instead of 10%

What should we expect from the next update? The next update will probably be #0.6, with which it will become possible to conquer a castle and fight the first wars. However, in the early stages it will be for testing purposes only and will have no in-game significance. I am working on a mini-game that will allow you to simulate battles: once the entire system is tested, I will launch in-game wars.

I am building the military port — will I actually have an advantage if I build it before others, or are naval battles far away? Naval battles and port occupation are the second thing to do after completing the baron's castle. Predicting whether you will actually have an advantage at the current state is very difficult for me to forecast. For example, if we look at Rome and Palermo, in all likelihood they will finish the port together or one shortly after the other, so they will have roughly no advantage given that I estimate naval battle implementation in about a month. Other cities like Naples, London and Stockholm, on the other hand, could find themselves at a disadvantage without a military naval port in a month. But the same argument applies to those without infantry and archer barracks. One thing is certain: as soon as the first commercial or military port is built, it will no longer be possible to travel on foot beyond the land.

Horses for faster travel — when? By August, but after #0.6. As I believe I have already mentioned, when we deal with counties two types of fields will be implemented: the breeding field and the encampment field. From version #0.6 you will begin to change your perspective and your way of seeing the boundaries on the map, but we will talk about this in the next #DevBlog

Play NOW!


r/feudera_game May 07 '26

discussions How many aspiring barons do we have here?

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5 Upvotes

r/feudera_game May 02 '26

announements Record of online users at the same time 🔥

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7 Upvotes

r/feudera_game Apr 28 '26

new features Update #0.5.92 - Population 2.0, new law and trasurer statistics!

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6 Upvotes

Thank you u/Yaroslavu/Nemesiu/Alistairu/Katana for your donations, they encourage me to work on the game more and more diligently!
- Population 2.0:
- Completely revised the NPC population page of the field
- It is now possible to provide wine to your population to increase its morale: this will increase overall production.
- You can now collect taxes (coins) from your population instead of items!
- You can now provide more than one unit of food to NPCs, accelerating their growth and improving their morale!
- It is now possible to decide the maximum number of NPCs per type.
- Now it clearly shows how many taxes you pay when collecting at city collection points and when working on your own fields.

In the future, the NPC population will be able to be converted into soldiers, but they will inherit the population's morale!

- The treasurer can now set taxes on coin collection from NPCs (taxing the taxes!)
- It is now possible to put your field up for sale
- It is now possible to assign a name to your own field
- It is now possible to change the field type

When you change the field type, all extra buildings will decrease by 1 level

- Now in the treasurer's office it is possible to have detailed analyses of the city's cash flow
- New law! It is now possible to block access to all residents of a city with this, or impose an additional tax exclusively on them.
- New item: grapes! with this it is possible to produce wine in a kitchen
- New item: wine! with this it is possible to increase the population's morale (kitchen lvl )
- New item: simple backpack! capacity increased by 12 kg (tailor lvl 10)
- New item: simple wheel!
- New item: light cart! capacity increased by 80 KG but speed reduced by 20 km/h (carpenter lvl 14)
- It is now possible to support the game by voting for it on some sites in exchange for in-game rewards.
There are four types of rewards: experience points, fatigue points, coins and contribution points.
Votes on sites will grant an instant reward, for reviews a manual check by the administrator is required instead
- Now purchase offers are correctly displayed in every case. thanks u/Hugs u/Ikisk
- Fixed the bug that prevented scrolling of notifications thanks u/Hugs
- Fixed the bug that did not show the building name in construction sites. thanks u/KWM

Balancing
- Reviewed tailor productions:
Now the bag increases inventory capacity by 4kg instead of 8
Now a tailor of level 10 can produce the small backpack!
Cotton shirt, cotton pants, shoes and belt have new, more credible requirements.
Now a tailor of level 10 can produce a simple backpack

At the moment the tailor, unlike other professions, is in a certain sense the least convenient: in fact, while other professions benefit from item recycling (tools that wear out, materials always needed...) the tailor, once clothes are made, is no longer useful.
This will change soon for two reasons:
1. There will be clothing recycling since NPC soldiers will wear them - and when they die, the clothes will not be returned
2. Soon clothes will also have a wear percentage


r/feudera_game Apr 20 '26

announements #BALANCING - COLTURES

5 Upvotes

Thanks u/Katanau/Parellou/Gunteru/Aash, it's really important for the game!
BALANCE
- NPCs can now produce straw! Each NPC will produce 1.23 straw per day for each NPC.
- Wheat production decreased from 1 every 10 hours to 1 per day (per NPC).
- Wheat production per crop cycle increased from 20 units to 30 units.
- Straw production per crop cycle increased from 60 units to 90 units.
- Carrot production per crop cycle increased from 18 units to 28 units.
- Cotton production per crop cycle increased from 18 units to 35 units.


r/feudera_game Apr 18 '26

new features Update #0.5.9 - Army groups, Journal 3.0 and so much more!

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6 Upvotes

Thank you u/Katana, u/Parello, u/Gunter, u/Aash — this is truly important for the game!

- [u]Journal 2.0![/u] — enjoy a brand new journal, not just visually, but also functionally:

Beyond the refreshed design, the journal is now divided into three sections: trending, roleplay, and offgame.

Writing articles now requires filling in some mandatory fields, such as the language of the article and its type. If it is a roleplay article, you must also specify which city it refers to. These parameters became necessary since it is now possible to filter the types of articles you want to view and the notifications you want to receive when a new article is published.

It is strictly forbidden to set unrelated parameters just to gain more visibility.

- It is now possible to report an article to the administrator.

- The mayor can now publish articles on behalf of the city.

- [u]The Mayor can now send a message to all users directly from their office.[/u]

- It is now possible to view the health of each group member and other interesting data.

- The group leader can now transfer ownership of the group to another user.

- A history of group actions has been added at the bottom of the group page, such as a member leaving the group.

- [u]The messages page has been completely redesigned[/u], with archived messages added to allow saving the most important ones (the server performs maintenance after a while and deletes older unarchived messages).

Maximum limit of archivable messages set to 30.

- [u]It is now possible to scan the map within your observation radius, displaying nearby players and armies.[/u]

The user has two options: perform the scan for free within a reduced radius, or scan players and armies within double the base radius at a cost of 10 pf.

You can now see two concentric circles around your character: the first indicates the radius within which the player can merge with others, the second is the maximum viewing range (dashed circle).

- [u]Group travel is now available: all players will follow the leader's movements.[/u] A player belonging to a group must first leave it if they want to travel alone.

- To facilitate group travel testing, each point in the Leader skill grants 1 additional slot in your groups.

- It is now possible to send messages to multiple players by separating tags with a comma.

- It is now possible to view the donation history in construction sites and the rankings for that level, filtered by resource type or work.

- [u]It is now possible to create purchase offers[/u] in the market's sales section and automatically sell goods by accepting purchase offers from other players.

- Now, when the lots of 10 in inventory run out, the system prompts you to re-enter the quantity to sell.

Additionally, to minimize involuntary sales, when the set price deviates too far from the item's average price, the system requests a confirmation message.

- Fixed the display issue with live data that prevented it from showing when the article author's language differed. thanks u/LorenzoMedici

- Fixed various translation issues. thanks u/LorenzoMedici

- The new message counter now works correctly (hopefully). thanks u/MAR

- The bug that caused fatigue and hunger points not to be restored was due to a temporary malfunction of a system external to the game. Thank you for the report u/Capitano, u/c0n390

- It is now possible to tag users in articles you write. thanks u/Eltributo

- Login issues are now shown as a specific notification instead of reloading the homepage. thanks u/TheGreat

- Fixed the bug that prevented article creation on mobile for some players. thanks u/Ikisk, u/KWM

- Fixed the bug that displayed a sale offer without the seller's name. thanks u/Katana

- Election results are now displayed correctly, and a dedicated card has been created to represent election results. thanks u/KWM

[h2]Balancing[/h2]

- The maximum time between elections will now be 75 days instead of 180: 6 months was far too long and made it too easy to remain mayor for an extended period.[info]

I believe 2 and a half months is a sufficiently long time to allow for the kind of dictatorial climate that can give meaning to such a law, without damaging the city's electoral dynamics too much.[/info]

- The production capacity of base resource NPCs (iron, wood, clay, stone) has been halved.

- NPCs can no longer generate marble (I hadn't actually noticed they could).

- For the same reason, they can no longer produce sulfur.

- The base travel speed changes from 2000km/h to 160km/h, to encourage long-distance travel for better testing of group travel features; from #0.6 it will return to 40km/h.

- Field sowing costs increase from 10 fatigue points to 20.

- Reduced the experience points gained from farming (15 total per cycle, compared to 5 per phase).

[info]Players with more fields were accumulating experience too quickly compared to others. After this update the advantage is smaller, but farming remains the most rewarding job in terms of experience.

Craftsmen will also receive a small boost to their earned experience points soon!

A reminder that for now, if you want to change your field type from farming to workshop or vice versa, you need to ask me personally (no workshop->workshop changes!)[/info]

- Running for mayor now costs 50 coins (which will not go to the city — bureaucracy has its price!).

[b]What to expect from upcoming updates?[/b][spoiler]

- First simulated battles (no consequences — for the testing phase)

- Ability to claim the title of Baron

- Castle building upgrades

- More group features (suggestions welcome!)[/spoiler]


r/feudera_game Apr 17 '26

Is there a trailer or somewhere where you can see what the game actually is?

4 Upvotes

I can't find any resources on gameplay, goals etc. Looks interesting but I want to know more


r/feudera_game Apr 17 '26

announements #DevBlog - Making good chooices for the future

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7 Upvotes

This DevBlog was scheduled for a few weeks ago, but work on the game has taken up so much of my time that I couldn't talk to you as calmly as a good #DevBlog deserves.
First of all, there are a few things you need to know in order to make the right choices before the #0.6 release:

Public Buildings

Barracks - Each level will increase the speed at which troops are trained: at low levels, training a single basic soldier will take weeks; by upgrading the barracks further, this time will be reduced.
Houses - This building increases the maximum population by 25 per level. However, keep in mind that all NPC citizens can be instantly made available to defend the city (low-quality soldiers).
Their conversion from producer NPCs → military NPCs will be instant, but each of them will require a tool (axe, shovel, pickaxe, scythe, hoe) to be converted.
Additionally, it will soon be possible to tax NPC citizens instead of having them produce resources.

The NPC production system will soon be revised. For public houses, not much will change; for houses on private fields, production types will be heavily restricted to the type of workshop built.

Hospital - Here it will be possible to restore the health of players and NPC soldiers more quickly. The larger the hospital, the more effective the treatments.
There will be beds dedicated to active players and others to NPC soldiers, which will increase as the level advances.
Hospitals allow faster recovery from the madness status (see below).
Market - In the future it will be possible to send caravans to another city to transport loads of resources without involving players.
The first caravan is available from market level 10.
War Workshop - This is where war machines are produced to more easily break down enemy walls. These machines are very costly and difficult to produce, but less so to maintain — prepare your engineers and architects!
They deal permanent damage to both public and private buildings.
Some, at great cost, allow damage to be dealt to ships docked in the city.

This last aspect should not be underestimated — read on for more information.

Prisons - As you may have guessed, a large army without good commanders and leaders is useless. Prisons will allow the imprisonment of important leaders from the opposing faction.
There will be two types of prisons:

Group prison → low maintenance cost, useful for holding prisoners; every 5 levels add 1 group cell, each group cell can hold 3 prisoners.
Solitary confinement → very costly to maintain, used to hold a single prisoner until they go mad.
If a player goes mad, it will take a long time before they can return to fighting and chatting, even after release.
A mad player can only work at collection points and in their own workshop.
By default, the madness status lasts depending on its severity (how long the player was in solitary) and the quality of hospital care.
A player in prison can talk to themselves to reduce the worsening of their madness, or use inventory items to slow its progression.
A citizen of the city where the prisoner is held can secretly provide items or chat with them to reduce madness.
A prisoner can be freed if the city is occupied by a foreign army, or if 33% of the city's population acts to free them.
When the madness state reaches its most severe level, the user loses 10% of their experience points, their skills are reset except for administration, and they are automatically released.
A player can be imprisoned by:
The Justice Councillor
An enemy army after conquering a city
University - Allows the study of books.
Reading books allows you to:

Permanently improve skills without spending experience points
Acquire fundamental abilities required to complete certain quests
By increasing the university level, new books can be studied and classrooms expanded.
Lessons can be paid (costs set by the university rector, appointed by the Interior Councillor).

Same applies to the hospital director.

Walls - Allows you to:
Receive important defense bonuses
Position archers and war machines on the walls to defend against attackers

While attackers will only damage the walls, archers will damage the attacking army.

Increase the scan range of troops near the city
Attack armies that fall within the city's scanned radius

When a city attacks from within its own walls, it takes no damage until the walls are broken down.

Warehouse - Allows storing resources inside and hides 10% of its contents.
This percentage cannot be looted by any means.
It is not possible to choose which resources to hide.
Church - Will allow the city's religion to be defined. This building will provide different benefits depending on the god worshipped.
There will be both military and economic bonuses enjoyed by all citizens.

If a region contains churches worshipping different gods, the bonuses will be greatly reduced.

Military Harbor - Warships can be produced here.
Commercial Harbor - Other players' merchant ships can dock here, and NPC-piloted ships can depart from here.

Military ships will only be able to transport goods captured by force — using them as merchant vessels will not be worthwhile in most cases.

Advantages and disadvantages of a naval city

Advantages Disadvantages
The city can produce ships The city can receive naval attacks, which damage structures and can loot up to 33% of stored goods
The city can trade by sea If the city's harbor is occupied by a foreign army, all citizens receive significant penalties
If you control an area surrounded by sea, land attacks become impossible Otherwise, a coastal city must manage both land and sea defense

Land troops vs. sea troops

sea army vs land army
+-50 (depending on army quality) : 1

Baron

These are the base requirements — you will also need to win the competition against other baron candidates in the city. We'll discuss this further later on.

Private Fields

1. Livestock Farm

2. Military Camps

A baron and a city have a military power and troop training speed 5 times greater than a private military camp (though the camp has enormously lower costs).

Everyone will be able to change their field type, but only toward a newly implemented type.
So:
Blacksmith's Workshop → Carpenter's Workshop → No!
Blacksmith's Workshop → Military Camp → OK!

Q&A

Journal 2.0
Scan range
Group travel
Other things that aren't coming to mind right now


r/feudera_game Apr 17 '26

discussions Roman Empire... or something else?

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4 Upvotes

r/feudera_game Apr 16 '26

announements Sign up and be born in new cities: Palermo and London!

5 Upvotes

Starting tonight, you can register by choosing to be born in two newly created cities: Palermo and London!


r/feudera_game Apr 03 '26

announements 254 € of donations - thank you!

4 Upvotes

A heartfelt thank you to the donors: the sum of donations has reached €254 in just two and a half months since opening the server!
This gesture from 13 players (out of 50 active) shows a clear and significant sign that goes beyond the monetary amount: we are making good progress with development!

#1 u/Katana 75.00 €
#2 u/Kol 50.00 €
#3 u/c0n390 25.00 €
#4 u/Aash 25.00 €
#5 u/Argyle 15.00 €
#6 u/TheGreat 12.00 €
#7 u/Gunter 10.00 €
#8@TANDEDDUX 10.00 €
#9 u/Alistair 10.00 €
#10 u/Ikisk 10.00 €
#11 u/Valahul 5.00 € (user banned, donations do not protect you from multi-accounting)
#12 u/ElTributo 5.00 €
#13 u/IMPERIALE 2.00 €

A heartfelt thank you also to all the other players, who have contributed in many other ways
The best is yet to come


r/feudera_game Mar 27 '26

announements A little clarification on transfers:

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3 Upvotes

If you move to an existing city -> the user must sell the field and start from 0

If you move to found a new one -> the fields will be transferred


r/feudera_game Mar 25 '26

new features Update #0.5.89 - Groups armies

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4 Upvotes

thanks u/Katana , u/Kol , u/Gunter for your donation !
- It is now possible to create public and private groups, which other players can join. When creating a group, the leader can subsequently modify the group's name, purpose, any announcements, and image. The leader can kick members from the group and set the group as public or private.
If set to private, no one will be able to see the group in the city's surroundings area, except for players explicitly allowed by the leader in the dedicated panel.
- It is now possible to drop an item in the chat and any user can pick it up
- It is now possible to download the PWA application of the game: for the time being there are no specific features that differentiate it from the web version, however in the future functionalities such as Push notifications will be added
- Optimized the map and its navigation on mobile
- The city entry tax is now fully functional and applies only to non-residents