0.000.200
-Get 1 ducat/tile at the end of the turn, as opposed to 1 per 2 (rounded down)
-Aligned blacksmith functionality with rule descriptions
0.000.201
- Stables, Arsenals, Forts and Castles now add influence at the end of the turn based on the number of unique neighbour owners for the tile the building is on.
  - Stables/Arsenals add +1 influence for each unique adjacent tile owner, Forts add +2 and Castles add +3.
- Raids now produce raid tokens (which add +1 influence/turn). A winning raid will increase the attacker's raid score by +1 (<=5), +2 (<=10) or +3 (>10), and reduce the defenders tokens by the same amount.
- Both Carpenter's Guild and Mason's Guild now give 4 influence/turn.
- Festival Grounds give +2 influence/turn.
- Grand Bazaar gives +3 influence/turn.
- The Cathedral produces +1 influence/turn for each 2 workers (rounded down).
- Temples produce +1 influence
0.000.202
NOTE: This build uses a reworked engine and may have bugs that were not found in previous builds.
Rules
- Foraging huts no longer cost tools (1 worker + 1 iron instead)
- Manor now adds 3 prestige and 2 influence per turn (instead of 1 each)
- The player with the most manors (ties not allowed) gets 5 influence/turn.
- Blacksmiths no longer affect the rate of Ducats (instead mints get more power).
Client
- Added an option to display tile names
- console now understands "history" and "hist" as commands to see what the current game action history is.
- Default player names and colours in hotseat are different now so that it's easier to jump into a game
- Introduced an AI with limited logical analysis capabilities.
- Player names and states are now displayed on the left panel.
Bugs
- Fixed a bug with completing public works.
0.000.203
Client
- Buildings are now displayed in the colour of the tile owner. (Does not apply to public works).
0.000.204
- Fixed a bug with the title of the exchange resource on first load.
- Fixed a bug where the left panel inventory wasn't getting upgraded when the player exchanged resources.
- Fixed a bug where a player's ducat count was still the deciding factor for exchanges being allowed even if the player was selling.
- Added bank/rival/influence exchange to the history log.
- Added an inventory to the bank, as well as variable trade rates based on flow of items and demand pressure.
- Removed limit of conversion rates to be 1:1. You can now indefinitely increase the right hand side.
- Fixed a number of issues with AIs that would cause it to not be able to make a move
- Fixed a bug in logging that was incorrectly showing which building type was upgraded
- Adjusted some prices for Rome's conversions (far more lucrative to sell items now)
0.000.205
- Fixed an issue with rival trading
- Added a cap to rival trading
- Adjusted some prices for Rome's conversions
- Fixed an issue with the AI incorrectly calculating its net value
0.001.003
- Removed variable bank pricing from the rules (ui still present as the change isn't final)
- Additionally, bank prices have been reduced to make it more appealing to acquire resources from the bank.
- Added new buildings : bank, forge, studio, smelter, goldsmith
- Removed the convert action from the game. Conversion now happen as building properties at the end of the turn.
  - Changed the Goldsmith and Blacksmith branches, as they previously provided conversion action specific bonuses.
- Removed planks as an in-game resource.
- Cathedrals now apply their bonus to themselves again (previously the bonus only triggered on Temples)
- Changed the number of workers available at the start from 5 to 3.
- Changed the number of resting workers at the start from 5 to 2.
- Fixed a bug where more casualties could be applied to a tile than weapons used from that tile during the pillage step.
- Fixed a bug where wheat wasn't being correctly used for workers (free workers) 
- Fixed a bug where carpenter and artisan guilds provided incorrect bonuses
- Fixed a bug where Festival grounds provided X more natural resources instead of X goods
- Fixed a bug where planting was allowed in non adjacent tiles.
- Fixed a bug where wheat could be planted on hills.
- Fixed a bug where prestige wasn't added up, but instead was set to the last scoring value.
- Fixed a UI issue where some buildings wouldn't show up correctly.
- Fixed a UI issue where the exchange menu for the rival disappeared after making a trade with the bank.
- Fixed a UI issue where possible foundation tiles were being highlighted even after the player stopped selecting foundations.
- Fixed a bug where save games weren't storing all required values.
- Added a UI indicator for the number of raid tokens a player has
- Added an end of turn summary screen to show the net changes after the end of turn triggers have fired.
- Added an option to disable the phase change announcements.
- Added support for saving games with AI players.
- Moved to a .NET standard implementation of HexGriddle
- A slew of optimisations and bug fixes for faster AI decision making
0.001.022
- Adding support for loading a save game from within a hotseat game
- Fixed a bug where network games couldn't propagate updated phases to all players.
- Fixed network UI refresh issues
- Fixed an issue where the end turn summary and game over menus weren't triggered correctly.
0.001.023
- Added support for offering trades to AI players.
- Added a UI indicator that a saved game is being used in a hotseat game
- Fixed a bug where forests could never be created on hills in any map setup.
- Fixed a bug where the amount of raid tokens received was incorrectly calculated.
- Fixed a bug where attackers were getting more bonuses than intended.
- Fixed a UI issue where typing the name of an existing save didn't allow you to select the save
- Fixed a UI issue where changing your account name didn't affect the account name used
- Fixed a UI issue where raid token counts weren't being updated in all situations
- Fixed a UI issue preventing players from changing their account name more than once while the game was running
- Fixed multiple UI trade screen issues, including:
  - not being allowed to have trades where only one person is offering items
  - resource counts falling out of sync during scrolling/adding of items
  - being able to complete identical trades (trading 1 iron for 1 iron) as a way to not pass the turn.
  - toggling accept allowing players to offer more resources than they had, or offering negative amounts
  - trading values getting corrupted when navigating between an AI and non-AI partner
0.001.042
- Tiles may now only be pillaged once a turn. 
- Weapons used in pillaging can no longer be used for pillaging in the same turn (they're exhausted for the duration of the turn)
- Added some extra messaging around players cancelling trade requests
- Fixed an issue where scrolling through resources during a trade would increase the offer seen by network partners
- Fixed a crash caused by the network trade host cancelling the trade
0.001.050
- The loot page no longer shows up if the target player has no resources to loot
- Fixed network parameters during pillaging not coming over in the correct format
- Fixed an issue where the number of used weapons wasn't being passed over the network to update players in online games
0.001.054
- Locked the resolution at the only tested resolution (1352x634)
- Added support for more than 2 players in the end of turn dialog.
0.001.055
Rule Changes:
- Reduced Apartment worker cost from 4 to 2.
- Increased Grand Bazaar cost by 2 Stone, 1 Wood, 4 Ducats and 3 Workers.
- Changed rules for Markets and Festival Grounds to work based on proximity, rather than providing unrealistic flat bonuses.
- Updated rules in the blacksmith line to increase the number of tools generated without penalising the players.
Rule Bugfixes:
- Fixed an issue where the planting adjacency calculation didn't allow planting on tile owned by current player
- Fixed an issue where rival resource exchange was reset at the end of the action, not the end of the turn.
- Fixed an issue where Stonemasons provided the wood discount instead of Carpenters.
- Fixed an issue where the Blacksmith wasn't producing tools if the player had iron available.
General Bugfixes:
- Fixed an issue where returning to the menu when a tile is selected would break the game.
- Fixed an issue where selecting a tile in a networked game when it's not your turn would throw an exception.
- Fixed an issue where the same seed was being used for all games.
- Fixed an issue where 0 prices were showing up in Foundation costs.
- Fixed an issue where the announcement modal would appear even when the announcements are disabled.
- Fixed an issue where the reported price for a House was incorrect.
- Fixed an issue where Festival Grounds weren't considered Tier 2 buildings.
In-game Improvements:
- Removed in-game bank displays that are not used in the current ruleset.
- Added an in-game help menu with updated rules and prices for buildings.
- Adjusted the Foundations UI to display resources in a slightly better way.
- Rival exchange modal no longer closes when you complete an exchange.
- Small refresh of the left panel UI (with future support for better iconography)
- Hotseat configuration settings are now saved.
- Added support for responsive menus in many of the menus and ui elements in the game, lobby and hotseat setup.
- Added ability to pan and zoom within the game (zooming only works with a scroll wheel).
Miscellaneous:
- Temporarily removed the Ready checkbox in the lobby
- Temporarily removed the Change Password button in the lobby
0.001.056
General Bugfixes:
- Fixed an issue where Foundation prices didn't properly show up on the Foundations UI.
- Fixed some typos in the help text
0.001.067
Rule Changes:
- Changed board shape for 2-4 player games. These player counts will now use the more familiar circular board setup. 5 player games remain unchanged.
- Reduced base goods price at the bank from 5 to 4.
- Increased Apothecary stone cost from 1 to 3.
- Increased Apothecary ducat cost from 2 to 5.
- Increased Arsenal worker cost from 1 to 5.
- Increased Arsenal ducat cost from 4 to 10.
- Increased Arsenal stone cost from 3 to 4.
- Reduced Arsenal weapon cost from 4 to 3.
- Reduced Artisan's Guild worker cost from 4 to 3.
- Reduced Artisan's Guild timber cost from 6 to 2.
- Reduced Artisan's Guild ducat cost from 8 to 4.
- Reduced Artisan's Guild gold cost from 2 to 1.
- Increased Artisan's Guild sculpture cost from 0 to 2.
- Reduced Bank worker cost from 4 to 3.
- Reduced Barracks stone cost from 2 to 1.
- Increased Carpenter worker cost from 1 to 2.
- Reduced Carpentry Guild worker cost from 4 to 3.
- Reduced Carpentry Guild timber cost from 5 to 3.
- Reduced Carpentry Guild ducat cost from 6 to 4.
- Increased Castle worker cost from 1 to 5.
- Increased Castle ducat cost from 2 to 10.
- Increased Castle stone cost from 3 to 8.
- Increased Castle scaffold cost from 0 to 1.
- Increased Cathedral worker cost from 1 to 5.
- Reduced Cathedral ducat cost from 10 to 8.
- Increased Festival Grounds worker cost from 1 to 2.
- Reduced Festival Grounds stone cost from 4 to 0.
- Increased Festival Grounds timber cost from 0 to 3.
- Reduced Festival Grounds scaffold price from 2 to 0.
- Increased Festival Grounds tools cost from 0 to 1.
- Reduced Forge ducat cost from 4 to 1.
- Reduced Forge stone cost from 4 to 2.
- Reduced Forge timber cost from 4 to 1.
- Increased Forge tools cost from 0 to 2.
- Increased Fort worker cost from 1 to 3.
- Increased Fort stone cost from 1 to 3.
- Increased Fort iron cost from 0 to 1.
- Increased Foundry worker cost from 1 to 2.
- Increased Foundry tools cost from 0 to 2.
- Increased Gathering Hut timber cost from 0 to 1.
- Increased Harvesting Plant worker cost from 1 to 4.
- Increased Harvesting Plant ducat cost from 2 to 6.
- Increased Harvesting Plant stone cost from 0 to 2.
- Increased Harvesting Plant timber cost from 0 to 1.
- Reduced Hospital tool cost from 4 to 3.
- Increased Manufactory tool cost from 0 to 2.
- Increased Manufactory ducat cost from 0 to 7.
- Increased Market ducat cost from 0 to 2.
- Reduced Masonry Guild worker cost from 4 to 3.
- Reduced Masonry Guild ducat cost from 6 to 4.
- Reduced Masonry Guild stone cost from 5 to 3.
- Increased Mint worker cost from 1 to 2.
- Increased Mint gold cost from 0 to 2.
- Increased Mint stone cost from 0 to 2.
- Reduced Smelter timber cost from 4 to 0.
- Increased Smelter scaffold cost from 0 to 2.
- Reduced Smelter tool cost from 5 to 3.
- Reduced Studio worker cost from 3 to 2.
- Increased Studio sculpture cost from 0 to 2.
- Reduced Studio ducat cost from 5 to 2.
- Increased Temple worker cost from 1 to 3.
- Increased Temple stone cost from 1 to 3.
- Increased Temple sculpture cost from 0 to 1.
- Increased Temple gold cost from 0 to 1.
- Increased Temple scaffold cost from 0 to 1.
- Increased Temple ducat cost from 0 to 2.
General Bugfixes:
- Fixed an issue where restarting the game would break the phase 2 ui actions.
- Fixed an issue where you could make empty exchanges in the bank.
- Fixed an issue in networked games where Markets and Festival Grounds would bring up selection menus for all players
- Fixed a desync issue with the bank in multiplayer games
- Fixed an issue where networked games always used the same seed
- Fixed a caret issue with the save/load dialog
- Fixed an issue where saved games didn't properly populate the bank.
- Fixed an issue where iron prices showed up as stone prices and vice versa in the help menu.
0.001.070
In-game Improvements:
- Added ability to set board seed for multiplayer and hotseat games.
General Bugfixes:
- Fixed an issue where players could only send one message in lobby room chats.
- Fixed some resolution issues with player lists in a lobby room and the text messages.
0.001.076
Rule Changes:
- Implemented San Pietro In Montorio
- San Pietro In Montorio now provides the following bonuses (once) at the end of the turn it is completed:
  - 1 worker (or 2 for the owner) added to the Idle pool for each upgraded House each player owns.
- San Pietro In Montorio also provides +2 influence/turn for the owner and +6 prestige/turn for the city.
- (Hotseat) Players can no longer pass the turn after performing an exchange (without making another action). This is the intended game rule, but was not enforced previously to avoid situations where the player trades out of being able to make a valid move. For now, multiplayer matches will need to manually enforce this rule, until the undo feature makes its way to multiplayer.
In-game Improvements:
- Added a move log in the top right corner. This log is not currently available in saved or multiplayer games.
- Added ability to undo the game state to the last player turn (in hotseat games only).
- Actions are now revalidated whenever a player exchanges resources (ie. the build button will become available immediately after exchanging resources to afford a building, without having to restart the action).
- Added help information for Public Works.
- Disabled the in-game console to improve performance.
- Moved AI logic to its own thread to improve UI performance.
- Action buttons in the ui are disabled during AI turns to prevent incorrect moves now that the AI doesn't block the game.
- The board will try to center itself between the UI panels regardless of game window size, and the camera will zoom in to take up an appropriate level of space.
General Bugfixes:
- Fixed an issue with smaller boards not allowing garrison actions.
- Fixed an issue where the same seed was used for all hotseat games in an application lifetime.
- Fixed an issue where save games weren't being fully loaded
- Fixed an issue where network partners were subtracting player resources exchanged to the bank twice.
0.001.082
Rule Changes:
- Increased City Hall Foundation Scaffold cost from 0 to 2.
- Increased City Hall Stage Worker cost from 0 to 2.
- Increased City Hall Stage Ducat cost from 0 to 2.
Rule Bugfixes:
- Fixed an issue where Festival Grounds didn't correctly provide the Goods bonus for adjacent tiles.
- Fixed an issue where players were losing money incorrectly based on the City Hall status.
- Fixed an issue where players were receiving money from a City Hall when they should have been losing money and vice versa.
General Bugfixes:
- Public Work changes are now properly communicated to other players during a network game.
- Fixed an issue with empty resource costs appearing for Public Works
- Fixed an issue where the turn history upgrade description of Housing referred to the building type on the tile instead of the housing type.
- Fixed an issue where Ducat changes weren't appearing on the end of turn screen.
- Fixed an issue with saving not working after a recent change.
- Fixed an issue where paging arrows would show up for tiles with only one possible upgrades.
- Updated Stonemason in-game help description to match functionality.
- Fixed an issue where the bank's Ducat count was not displayed.
- Fixed an issue where undoing a step incorrectly adjusted the board position.
0.001.098
Rule Changes:
- Added price for San Pietro in Montorio (and allowed it to be constructed)
  - Foundation: 8 Ducats, 5 Workers, 2 Timber, 6 Stone, 2 Sculpture
  - 4 Stages, each: 4 Ducats, 2 Workers, 2 Stone, 1 Scaffold, 1 Jewellery
- Added Carrariae
  - Carrariae - Must be placed on a hill. When completed, adds stone to adjacent hills in the following way: if on a neutral tile, placed in all adjacent tiles (and its own tile). If placed on a tile owned by a player, only placed in tiles owned by the player. Doesn't replace existing resources. Ownership calculated at completion of the final stage. The public work itself is treated like a Harvesting Plant. Placing a harvesting plant on the stone would result in that tile giving 6 stone (ie. it doesn't preclude you from building a mine afterwards). Provides +1 influence/turn and +1 prestige/turn.
  - Foundation: 12 Ducats, 5 Workers, 2 Tools
  - 6 Stages, each: 4 Ducats, 2 Workers, 2 Timber, 1 Scaffold, 1 Tool
- Increased La Rotonda Foundation Worker cost from 1 to 3.
- Increased La Rotonda Foundation Stone cost from 2 to 4.
- Increased La Rotonda Foundation Sculpture cost from 0 to 1.
- Increased La Rotonda Stage Timber cost from 0 to 1.
- Increased La Rotonda Stage Jewellery cost from 0 to 1.
- Reduced Tenement Stone cost from 2 to 1.
- Reduced Tenement Ducat cost from 3 to 2.
In-game Improvements:
- (PRE-ALPHA) Added ability to request an undo in multiplayer games. With this, exchanging resources/influence will now lock your ability to pass your turn.
General Bugfixes:
- Fixed an issue where the pass button was incorrectly greyed out in the first phase when a player made an exchange in a previous action.
0.001.100
Rule Changes:
- Buying a hill tile now costs +1 Ducat.
- At the end of the turn, before cycling, players get X workers added to their busy pool, where X is half the number of purchased tiles this turn, rounded down.
- Players can no longer buy more tiles than they have workers.
0.001.101
Rule Changes
- Increased Foraging Hut Stone cost from 0 to 1.
- Reduced Foraging Hut Iron cost from 1 to 0.
- Buying a neutral tile with a public work now costs an extra 10 Ducats.
In-game Improvements:
- Public Works and Buildings can now be scrolled on their help pages to access the next building without going back to the previous menu.
0.001.102
General Bugfixes:
- Fixed an issue where public works would show the wrong public work when adding stages.
0.001.103
Rule Changes:
- The Bank now starts with 150 Ducats and 70 copies of each Resource and Good, instead of 30 Ducats and 10 Resources/Goods per player.
- Reduced Estate Gold cost from 2 to 0.
General Bugfixes:
- Fixed an issue where public works didn't show up as completed when reloading a save game.
- Fixed an issue with the Game Over panel not showing player scores.
0.001.104
Rule Changes:
- Carpenters and Stonemasons now provide a discount of 1 stone and 1 timber on construction, respectively.
0.001.114
Rule Changes:
- There is now at least 1 Iron, Stone and Timber tile on every map.
- The number of ready workers a player starts the game with has increased to 5 and the number of idle workers has decreased to 0.
General Bugfixes:
- Fixed an issue where networking calls would be duplicated if entering the lobby multiple times from the main menu.
- Fixed an issue where loading while playing another game would sometimes fail.
- The zoom level will now reset when a new game is loaded.
- Fixed an issue where Public Work stage indicators wouldn't show up when loading a save.
- Fixed an issue where influence changes weren't properly reflected on the UI
- Fixed an issue where network connections not being properly reinitialised when starting a new network game.
In-game Improvements:
- Added network logging, and the ability to disable them.
- Added basic support for accounts, checking duplicate accounts and validating account uniqueness.
- Added autosaves and offline saves.
- Added a feedback/bug submission form.
- Added the option to play the game with 1 player.
0.001.115
In-game Improvements:
- The upgrade menu no longer resets when exchanging resources with the bank.
0.001.130
General Bugfixes:
- Fixed an issue with network board states being desynchronised.
- Fixed an issue with garrisons not working after using the undo functionality.
- Fixed an issue where only two colours were used for pieces in networked games, regardless of the number of players.
0.001.135
Rule Changes:
- Jewellery now costs 12 ducats to buy at the bank and sells for 8 ducats.
- Made minor adjustments to Worker costs for some tier 2 and tier 3 buildings.
- Made minor adjustments to require more jewellery for tier 3 buildings.
- Workers are now cycled after resources are collected.
- Goods now give 2 influence at the end of the game and Natural Resources give 1.
- Reduced the amount of influence conversion to 1 ducat when selling and 2 ducats when buying.
- The bank now starts with 50 of each good/resource.
- Carrariae now grants 3 prestige/turn instead of 1 prestige/turn.
General Bugfixes:
- Fixed an issue with the rules for Carrariae stating that a Harvesting Plant could be built on the tile.
- Fixed an issue with resetting camera zoom when starting a new game.
- Fixed an issue where declining a network trade would lead to a soft lock.
- Fixed an issue with players being able to pass after only exchanging influence.
- Fixed an issue where the UI allowed for empty garrison actions.
In-game Improvements:
- Added log entries for players passing, the turn ending, and players buying/selling influence.
- Added log entries for players trading resources to each other.
- The top of the left panel now says Waiting for players that are still Active but not currently taking their turn. This serves as a secondary turn indicator.
0.001.145
Rule Changes:
- City Hall now grants a prestige bonus when completed. The bonus is reduced if the City Hall is not on a neutral tile.
- Gold is now bought/sold at the bank for a higher rate than other natural resources.
- Reduced a number of foundation costs for public works to make it easier to start, while increasing the stage costs.
- Public works now give bonuses of influence per stage as well as for building the foundation. See the rules or the help for specific values.
- Apartment Scaffold cost reduced from 2 to 1.
- Apothecary Ducat cost reduced from 5 to 3.
- Arsenal Ducat cost reduced from 10 to 6.
- Arsenal Weapons cost reduced from 3 to 2.
- Arsenal Workers cost reduced from 4 to 3.
- Artisan's Guild Timber cost increased from 2 to 3.
- Artisan's Guild Scaffold cost decreased from 3 to 2.
- Bank Ducat cost reduced from 14 to 10.
- Carpenter Stone cost increased from 2 to 3.
- Carpenter Timber cost increased from 1 to 2.
- Carpenter Tools cost reduced from 2 to 1.
- Carpenter's Guild Ducat cost reduced from 6 to 4.
- Castle Ducat cost reduced from 8 to 6.
- Castle Stone cost reduced from 8 to 6.
- Cathedral Sculpture cost reduced from 4 to 3.
- Cathedral Ducat cost reduced from 8 to 6.
- College Stone cost reduced from 4 to 3.
- College Timber cost increased from 2 to 3.
- Forge Timber cost increased from 1 to 2.
- Forge Tools cost decreased from 2 to 1.
- Fort Workers cost decreased from 3 to 2.
- Fort Ducat cost reduced from 4 to 2.
- Foundry Iron cost reduced from 2 to 0.
- Foundry Stone cost increased from 1 to 3.
- Foundry Ducat cost decreased from 3 to 2.
- Grand Bazaar Ducat cost decreased from 12 to 6.
- Harvesting Plant Stone cost decreased from 2 to 1.
- Harvesting Plant Timber cost decreased from 2 to 1.
- Harvesting Plant Ducat cost decreased from 6 to 0.
- Hospital Ducat cost decreased from 6 to 4.
- Hospital Tools cost decreased from 3 to 0.
- Hospital Timber cost increased from 0 to 3.
- Estate Ducat cost decreased from 10 to 6.
- Manufactory Iron cost decreased from 4 to 2.
- Manufactory Stone cost increased from 2 to 3.
- Manufactory Ducat cost decreased from 7 to 4.
- Masonry Guild Sculpture cost decreased from 3 to 2.
- Smelter Ducat cost decreased from 7 to 4.
- Stable Weapons cost decreased from 2 to 1.
- Stonemason Timber cost increased from 1 to 2.
- Stonemason Tools cost decreased from 2 to 1.
- Tenement Scaffold cost reduced from 1 to 0.
- Tenement Timber cost increased from 0 to 1.
General Bugfixes:
- Fixed an issue where players leaving a game room would send a message claiming the opposite.
- Fixed a crash occuring for other room members when a member left.
General Changes:
- Added a compatibility check when browsing games in the network lobby to prevent some desync issues.
- Fixed some typos in the building rules text.
- Fixed an issue with the Biblioteka Marciana rules text suggesting it was possible to place it on the same tile as another building.
- Added a Readme.
0.001.173
Rule Changes:
- Added swamps to the game.
  - Swamps can have Iron, Gold or Timber spawn.
  - It costs +1 Ducat to build/upgrade a building/public work on a Swamp.
- Added rivers to the game.
  - A river spawns from one edge of the board and makes its way to another tile on the board.
  - Tiles that border a river tile gain a special building slot along the border (except for Hill tiles).
  - River tiles can't be bought.
- It now costs +3 Ducats to build/upgrade a building/public work on a Hill.
- Gathering buildings now give +1/turn extra Gold/Stone/Iron if placed on a Hill.
- Base gathering rate of resources increased by +1/turn on all tile types.
- Tiles are now purchased in snake order. 
  - All other phases are still conducted in clockwise order starting from the first player to pass in the previous phase.
- The bank is now treated as having an infinite supply, but with per turn buying/selling limits.
  - The limits are currently set to 10 copies of each resource bought/sold per turn.
- Added roads to the game. Roads can be built between any two non-river tiles, so long as the player owns at least one of the tiles.
  - Roads cost 1 Ducat and 1 Worker between two plains. A swamp tile adds +1 ducat and a hill tile adds +3 ducats and +1 worker to the cost.
- Added bridges to the game. Bridges are built halfway across river tiles. Only the shore owners can choose to complete a bridge.
  - A bridge always costs 1 Ducat, 1 Stone and 1 Timber.
- Added the concept of linked and connected tiles.
  - Linked tiles are either linked by a road or adjacent. Connected tiles are connected by a road and are adjacent.
  - Pillaged tiles count as having no roads for the purposes of determining connections and links.
- Changes to the Blacksmith line.
  - The Blacksmith now upgrades into a Forge or a Smelter. The Forge upgrades into a Foundry, while the Smelter upgrades into a Bloomery.
  - Blacksmiths no longer provide tools for free. Instead they consume 2 iron to produce 1 tool.
    - If a Water wheel is present on a river site, The blacksmith instead gives 2 tools from 2 iron.
  - The Smelter is now a tier 2 building with a brand new effect:
    - The Smelter now gives +2 iron if the player had iron at the start of the end phase.
    - Produces +3 iron instead if a Water wheel is present.
    - Produces an extra +1 iron/turn if connected to a worked Iron deposit (the deposit must have a gathering building).
    - Smelters carry over the Blacksmith effect.
  - The Bloomery has the following effects:
    - The Bloomery gives +3 iron if the player had iron at the start of the end phase.
    - Produces +4 iron instead if a Water wheel is present, or +5 iron if a Water Mill is present (Effects don't stack if both are present).
    - Produces an extra +2 iron/turn if connected to a worked Iron deposit (the deposit must have a gathering building).
    - The Bloomery carries over the Blacksmith effect.
       - The Bloomery produces +1 tool/turn out of the iron if on the same tile as a Water wheel (the effect doesn't stack with a Water mill).
  - The Foundry is now a tier 3 building with a brand new effect:
    - Foundries provide +3 tools for 1 iron in the end phase.
    - If a Water Mill is present on the tile, add an extra +2 tools/turn, or +1 extra tools/turn if a Water wheel is present (Effects don't stack if both are present).
    - +2 extra tools/turn if the Foundry is adjacent to a Bloomery
    - +1 extra tools/turn if the Foundry is adjacent to a Smelter (multiple smelters don't stack)
        - The Bloomery and Smelter bonuses DO stack.
  - The Forge has a brand new effect:
    - Foundries provide +2 tools for 1 iron in the end phase.
    - If a Water Wheel is present on the tile, add an extra +1 tools/turn.
    - +2 extra tools/turn if the Foundry is adjacent to a Bloomery
    - +1 extra tools/turn if the Foundry is adjacent to a Smelter (multiple smelters don't stack)
        - The Bloomery and Smelter bonuses DO stack.
- Added Cranes to the game
  - Cranes can be bought for 5 ducats, limited by buildings in the Workshop track.
  - A crane acts like a single-use worker, with the following limitations:
     - You can't use more cranes than workers to complete an action
     - Cranes can only be used when building/upgrading buildings, or constructing Public Works (Foundations or Stages).
- Barracks now additionally give +1 defensiveness if built on a river site. 
- Stables now additionally produce +2 Weapon/Turn from 2 Iron.
- Forts now additionally give +2 defensiveness if built on a river site. Forts get an additional +1 defensiveness if connected by an unpillaged road to another Fort.
- Castles now additionally give +2 defensiveness if built on a river site. If the Castle is adjacent to at least 1 Fort, it gains an extra +2 defensiveness.
- The Castle, as well as each Fort and Barracks now produce +1 Weapon/Turn from 2 Iron.
- The Arsenal produces +4 Weapons/Turn from 2 Iron.
- Removed the following buildings: Temple, Market, Cathedral, Festival Grounds, Artisan's Guild
  - The Grand Bazaar now upgrades from the Studio in the Goldsmith track.
  - This means that it is currently impossible to modify Rival trading and Prestige tracks. This will be addressed in a subsequent patch.
- Updated the Grand Bazaar to have the following effect:
  - The Grand Bazaar gives +3 influence/turn to its owner. 
  - The Rival trading limit is now raised by +X/turn, where X is the number of players. The Bazaar's owner's limit is increased by an additional +2/turn.
  - The Grand Bazaar owner's sell rates are increased by +1 Ducat for all resources.
- Added a Water mill as an upgrade to the Water wheel. Like the Water wheel, the Water mill makes certain advanced buildings better.
- Houses can now be built in the Building slot of a tile.
  - When built, the House adds 1 extra worker to the busy pool. 
- A House on a tile with a Housing track building in the building slot gives +1 influence/turn.
- A Tenement on a tile with a Housing track building in the building slot gives +1 influence/turn.
- An Apartment on a tile with a Housing track building in the building slot gives +1 influence/turn.
  - An Apartment built on the building track also adds +2 extra workers (in the busy pool), when built (on top of other bonuses).
- A Manor on a tile with another Manor gives +3 influence/turn and +2 prestige/turn.
- Workshops now allow 1 crane to be purchased every turn.
- Carpenters allow the purchasing of 2 cranes every turn.
  - Carpenters produce 1 Scaffold for 3 timber every turn. A Water Wheel increases production by +1 Scaffold.
- The Carpenter Guild allows purchasing 3 cranes every turn. The Carpenter Guild also changes the cost of cranes to 3 ducats for the Guild owner, and 4 ducats for everyone else.
  - The Carpenter Guild also provides 1 free crane/turn to the Guild owner.
  - The Carpenter Guild produces 2 Scaffolds for 3 timber every turn. A Water Wheel increases production by +1 Scaffold, and A Watermill increases production by +2 Scaffolds.
- Stonemasons have been altered with the following effect:
  - Stonemasons produce 1 sculture from 2 stone. Stonemasons also provide a -2 Timber and -2 Stone discount for all construction prices.
- The Mason's Guild has been altered with the following effect:
  - The Mason's Guild produces 2 sculture from 2 stone. Stonemasons also provide a -3 Timber and -3  Stone discount for all construction prices to the owner, and a -1 Timber and -1 Stone discount for all other players.
  - The Mason's Guild still provides +4 influence/turn.
- Conversions are now automatic. If the player does not have enough resources to resolve the conversion, they will purchase from the bank.
  - If they do not have enough ducats, they will sell influence until they get enough ducats, even if it means going in the negatives.
    - Players still may not get negative influence voluntarily.
- Added the Dock building, and its chain.
  - A Dock can upgrade into a Port or a Quay. A Port can upgrade into a Harbour, and a Quay can upgrade into a Wharf.
  - Docks count as Road connections to other Docks in the city.
- A Port provides +1 buy and +1 sell limit when trading with the rival.
  - Only 1 Port a player owns provides +1 Ducat every time someone trades with the rival (excluding the owner).
- A Harbour provides +2 buy and +2 sell limit when trading with the rival.
  - The Harbour Ducat provides +2 Ducats every time someone trades with the rival (excluding the owner).
- A Quay provides +1 Food/turn from each adjacent river tile with a Food resource icon.
  - A Quay connected to a Wharf provides an extra +1 Food/turn. A Quay adjacent to a Wharf provides an extra +1 Food/turn.
- A Wharf (unique) provides +3 Food/turn, as well as +1 Food/turn for each river tile in the city with a Food resource icon.
- Added Town Square as a Public Work
  - A completed Town Square provides +2 prestige/turn to the city and +2 influence/turn to the tile owner.
  - A completed Town Square also provides the following bonuses:
     - +4 prestige/turn if a Cathedral is built on an adjacent tile.
     - +4 influence/turn if a Town Hall is built on an adjacent tile.
     - +5 ducats/turn for each player if a Grand Bazaar is built on an adjacent tile.
  - A completed Town Square gives -2 prestige/turn for each adjacent tile that has a building from the Blacksmith/Workshop/Min/Barracks line.
  - The owner of the Town Square tile gets +X influence/turn, +X ducats/turn, where X is the number of bonus conditions met.
  - If the Town Square incurs no prestige penalties, the city gains +X prestige/turn, where X is the number of bonus conditions met.
- Added Temple as a Public Work
  - When completed, the player who contributed the most stages gains +10 influence (in the event of a draw, the city gets 5 prestige instead).
  - The Temple tile owner gets +1 influence/turn for each adjacent city tile they own, and +2 influence/turn for other adjacent city tiles.
  - At the end of the turn, all players pay 1 ducat per 5 workers (rounded down). Place this money on the Temple tile. 
  - The Temple generates +1 prestige/turn for each 10 gold that it has on its tile.
  - When pillaging a tile with a completed Temple, the attacker takes half the ducats on the tile (rounded down). The city loses 10 prestige.
- Added Cathedral (Duomo) as a Public Work
  - A Cathedral may not be started until a Temple has been finished.
  - A Cathedral requires 1 stage for each 15 workers living in the city (rounded down), but no less than 5 stages.
  - When completed, the player who contributed the most stages gains +5 influence/total stage (in the event of a draw, the city gets 2 prestige/ total stage instead).
  - The Cathedral tile owner gets +2 influence/turn for each adjacent city tile they own, and +3 influence/turn for other adjacent city tiles.
  - At the end of the turn, all players pay 1 ducat per 5 workers (rounded down). Place double the amount of ducats on the Cathedral tile. 
  - The Cathedral generates +1 prestige/turn for each 10 gold that it has on its tile.
  - When pillaging a tile with a completed Cathedral, the attacker takes half the ducats on the tile (rounded down). The city loses 20 prestige.
General Bugfixes:
- Fixed an issue where market track changes were not synced over the network.
- Fixed an issue where some clicks on tiles were not being detected.
- Fixed an issue where right clicking would render the game unresponsive.
- Loading a saved game puts the UI in the correct phase and action.
General Changes:
- Disabled saving during trade/pillage/wonder creation to avoid desyncs.
- Updated some assets to reflect upcoming changes.
- Fixed an issue with Public Work stage counters appearing under the Public Work sprite.
- Added ability to draw on the board to help plan things.
0.001.174
Rule Changes:
- Most buildings now prevent a Manor from granting prestige. The following buildings do not prevent the bonus from triggering:
 - buildings in the School track, Housing track, and the Bank.
- Building a Manor now removes one worker from player (taken from the busy Pool after paying for the Manor).
- Stonemasons and the Mason's Guild retain Workshop bonus of allowing 1 Crane/turn.
0.001.175
Rule Changes:
- Stonemasons now provide a 1 Ducat discount for adjacent road construction (multiple Stonemason bonuses do NOT stack).
- The owner of the Mason's Guild does not pay Ducat costs for road construction. All other players get a 1 Ducat discount, regardless of proximity to the Guild.
- Updated Sculpture buy/sell rates to 6 Ducats/10 Ducats.
- Reduced conversion cost of Timber for Carpenters and the Carpenter's Guild from 3 to 2.
- The Temple and Cathedral now provide prestige upon Foundation construction (+5/+10 respectively). If they are not complete at the end of the game, they incur a prestige penalty of -150 and -100, respectively.
General Bugfixes:
- Pressing undo just after ending the turn should no longer lock up the UI
- Fixed an issue where upgrading a building on a river tile would lead to a UI desync.
- Buying influence no longer increases the player's Ducats.
- Buying/selling influence now updates the UI options.
- Fixed an issue where road costs were not being subtracted from players.
- Fixed an issue where Ducats placed on Temple/Cathedral tiles didn't properly show up on the UI.
- Fixed an issue where more scaffolds and sculptures were being created than dictated by the rules.
0.001.176
General Bugfixes:
- Fixed an issue where network drawing colours were being set as fully transparent.
0.001.177
Rule Bugfixes:
- Fixed an issue where bridges couldn't be built even if the player should have been able to.
- Fixed an issue where roads could be built even if the player shouldn't have been able to.
General Bugfixes:
- Fixed an issue where bridge ui previews would remove old roads.
- Fixed an issue where copies of player actions would be triggered multiple times.
0.001.178
General Bugfixes:
- Fixed an issue where Update commands weren't being sent properly in networked games.
0.001.179
General Bugfixes:
- Fixed a visual glitch where bridges would disappear after loading a save or undoing a turn.
0.001.181
Rule Changes:
- Added a bonus of +2 Prestige if all players have workers only in the ready pool at the end of the turn.
- Renamed Wheat to Food.
- Every 2 workers now consume 1 Food/turn (rounded down) at the beginning of the end phase. 
- Food now follows the same buyback mechanic as other resources.
- Cathedral prestige bonus is now +4 prestige/5 ducats on tile.
- Temple prestige bonus is now +2 prestige/5 ducats on tile.
- Apartments now cost 1 Timber more and 2 Stone less.
- The Grand Bazaar now costs 2 stone less.
- Estates now cost 1 Timber more, and 1 Jewellery less.
Rule Bugfixes:
- Fixed an issue where Temple/Cathedral prestige was only applied when the tile was owned by a player.
- Fixed an issue where Goldsmiths/Studios did not follow the same production rules as other production buildings.
- Fixed an issue where influence couldn't go negative from conversions.
General Bugfixes:
- Fixed an issue where Water wheels would show up as possible build items on tiles in certain situations.
- Fixed an issue where closing the End Turn overview panel would click on a tile behind the button.
0.001.184
Rule Changes:
- Docks, Ports and the Harbour now collect 1 Food in tiles that they are built in.
- The Bank is no longer present in the game. Its functionality has been merged into Rival cities.
 - As part of this, the default amount of trade done by each bank has been halved.
- Each match will now have 2 Rival Cities.
 - The required prestige is the highest prestige value amongst the rival cities.
 - Introduced Milan as a Rival.
- Introduced a Favour mechanic for Cities.
 - Each city will reward Favour for different actions taken during the turn.
 - Having positive favour allows your city to access Favour Rewards.
 - Favour rewards are offered to your City if you are able to meet the Reward conditions and have positive Favour with the City.
 - You can choose to attempt to earn the favour of either or both Rival cities.
- Added ability to Raid cities
  - Raiding a city incurs a penalty of 3 Favour, or drops the Favour to -1, whichever is a larger drop
  - Added Raiding for networking games as well
  - Cities have a built in strength that depends on the number of players. Gathering enough weapons during the Raid action allows you to get rewards.
  - Casualties are calculated as a difference between collected weapons and the city strength. They are applied one at a time, starting from the player with the lowest contribution.
- Implemented neutral Favour increase until 0 of +1 Favour/turn
- Cities that are Raided offer no rewards and do not increase favour at the end of the turn.
- To qualify for the +2 Prestige bonus for having workers only in the ready pool, players must start the end phase with workers in either the busy or the idle pool.
- Renamed Jewellery to Luxuries.
- Resource shortage penalties now result in a loss of prestige instead of influence.
- Reduced School influence from 2 to 1 per turn.
- Reduced College Prestige and Influence from 4 to 2 per turn.
- Reduced University Prestige from 6 to 4 per turn.
- Reduced University Influence from 8 to 6 per turn.
Rule Bugfixes:
- Fixed an issue where pillaged tiles still provided all bonuses and production conversions.
- Fixed an issue with Quays giving more food than expected.
- Fixed an issue where the number of players was incorrectly reported as 0 after reloading/undoing
- Updated Rules for Schools, Colleges and Universities to reflect the previously changed values.
General Bugfixes:
- Fixed an issue where Hotseat games would default to one player if you've entered the single player menu during application runtime.
- Fixed an issue where certain elements in the cleanup phase were ignored.
General Changes:
- Changed the "Exchange Resources" button to "Rival Info" to better reflect the new information in this popup
- Added Raid and Favour bonuses to the end of turn screen to make it a bit easier to see where resources are coming from
- Colour coded increasing and decreasing resources on the End Turn screen.
- All resources now appear on the End Turn screen.
0.001.185
Rule Bugfixes:
- Can no longer plant resources from the river onto land or vice versa.
General Bugfixes:
- Fixed an issue where the Exchange button would appear on the Rival Info screen.
- Fixed an issue where the City summary would erroneously stated the you couldn't trade with the Rival.
0.001.186
Rule Changes:
- Barracks Weapon cost reduced from 1 to 0. Barracks Iron cost increased from 0 to 1.
- Barracks, Forts, Castles now produce 2 Weapons from 1 Iron. Stables produce 3 weapons, and the Arsenal produces 4 weapons from 1 Iron.
Rule Bugfixes:
- Fixed an issue that allowed players to make an empty Raid action.
General Changes:
- Players currently not taking their turn can now look at Rival Info while waiting.
0.001.187
General Bugfixes:
- Fixed an issue with undo/saving not properly recording the current state of the game.
- Fixed rule typos.
General Changes:
- Added the ability to predict inventory changes at the end of turn.
0.001.188
Rule Bugfixes:
- Fixed an issue where the housing track didn't give proper bonuses when built in the building slot.
Rule Changes:
- Players now start the game with 3 workers in the Ready pool.
- You no longer get a House placed by default when purchasing a tile.
- Workers are no longer added based on number of purchased tiles at the end of the turn.
- You can now "upgrade" any building into a Tier 1 building. There is no refund for this. 
  - Upgrading a house into a non Housing-line building will remove 1 worker from the busy pool.
NOTE: To build something on the empty ownership marker, you need to "upgrade" it. This is a temporary implementation detail.
- Changed the Apothecary and Hospital effects. They now provide a better Food/Worker conversion at the end of the turn.
  - Apothecaries and Hospitals provide the effect twice if connected to fresh water.
  - Raiding a Hospital or Apothecary reduces the city prestige by 5 and 2 prestige, respectively.
- Introduced a new public work: Aqueduct Terminal. You can build an Aqueduct terminal anywhere along a river.
  - After the first stage of the Terminal is completed, all tiles connected to the Terminal via an Aqueduct Line count as having a Waterwheel.
  - After the second stage of the Terminal is completed, all tiles connected to the Terminal via an Aqueduct Line count as having a Watermill.
- La Rotonda now adds +2 Food for every adjacent tile that is gathering Food if La Rotonda is connected to a Waterwheel, and +3 if it is connected to a Watermill.
- Waterwheels and Watermills now improve gathering building yields by +1 and +2, respectively.
- Public works now give prestige bonuses (these vary between each work) for completing the foundation, stage and the work itself.
  - Cathedrals and Temples no longer give a prestige bonus for having their foundations placed.
- Decreased Ducat price of Houses from 2 to 0.
0.001.189
Rule Bugfixes:
- Fixed an issue where upgrading buildings would remove workers incorrectly.
- Fixed an issue where an incorrect number of workers would get removed in some cases.
- Combined all actions from Phase 3 into Phase 2. A turn is now split into 2 phases.
- When adding/removing houses, workers are now removed from the pool at the start of the End Phase, instead of immediately.
- Fixed an issue where having two foraging buildings on one tile would give 1 more copy of a resource than intended.
- Fixed an issue where Aqueduct stages couldn't be placed in appropriate tiles.
- Fixed an issue where duplicate buildings on a tile didn't provide expected bonuses.
- Fixed an issue where having bonuses for multiple housing buildings on one tile triggered on certain tiles with only one house.
- Fixed an issue where Barracks lines buildings produced incorrect values in certain situations.
- Fixed an issue where 
Rule Changes:
- Wharf now gives +5 Food, instead of +3.
- Single player games now use the same size board as 2-4 player games.
- Increased sell and buy price of Goods to 5 and 8 ducats, respectively.
- Increased buy and sell price of Sculpture to 7 and 11 ducats, respectively.
- Reduced the Watermill bonus on a Harvesting plant from 4 to 3.
- Reduced the Waterwheel bonus on a Harvesting plant from 3 to 2.
- Constructing a building now removes one worker from the pool (they still count as part of the population, and are returned if you build a housing building in that slot).
- Adding Grand Theatre Public Work
  - The Grand Theatre provides +10 Prestige/turn when completed.
- The Workshop line now provides a rebate for completing adjacent construction work.
  - The bonus amount is equal to the tier level of the building.
- Moved around some Public Work requirements between Foundation and Stages.
- Removed the 1 ducat penalty for buying ducats with influence in end conversions.
- Hospitals and Apothecaries now change the food consumption rate of adjacent workers.
General Changes:
- Disabled the Trade action in Single player games.
- Combined the Build/Upgrade actions into one UI category.
- Combined the Garrison/Pillage/Raid actions into one UI category.
- Made selecting upgrades for the two building slots on a tile slightly more intuitive.
- Production line buildings now produce ducats if adjacent to the raw resource they are converting.
  - Barracks are an exception. Instead of ducats, they produce extra weapons.
0.001.190
Rule Changes:
- Player can now choose to cycle workers for 2 wheat, instead of it being done automatically.
- Reverted Hospitals and Apothecaries to a previous version.
- Tile purchasing now has a base cost of 1 Ducat.
- Increased turn limit to 15.
- Increased prestige targets of certain cities.
- Decreased starting Ducats to 10 and starting Wheat to 3.
- Reduced Carpenter Guild worker price from 4 to 3.
- Reduced Castle worker price from 5 to 3
- Cranes are no longer limited by number of workers used. Instead, you may now use as many cranes as required as long as at least 1 worker is used.
- Buying a neutral public work tile now costs 15 ducats.
General Changes:
- Added Florence as a possible rival.
0.001.191
Rule Bugfixes:
- Fixed an issue with the cycle workers command giving incorrect results.
- Fixed an issue where Florence gave no rewards for being raided.
- Fixed an issue where the UI was not properly updated after cycling workers.
General Changes:
- Added Genoa as a possible rival.
0.001.192
Rule Changes:
- Added Wheat tiles. Wheat tiles always produce 1 Food if a player owns them.
 - Players may also always plant Food on Wheat tiles (this functions identically to a Food resource on a Plains tile), even if no Food resources are adjacent.
 - Wheat tiles do not count as Food resources when determining if a tile can have Food planted on it.
0.001.193
- Increased Food cost of Tenement from 0 to 2.
- Increased Food cost of Apartment from 0 to 3.
- Reduced Timber cost of Apartment from 3 to 2.
- Increased Food cost of Estate from 0 to 2.
- Reduced Ducat cost of Estate from 6 to 4.
0.002.001
Rule Bugfixes:
- Fixed an issue where La Rotonda didn't provide resources bonuses when placed on a neutral tile.
- Multiple other fixes for La Rotonda not awarding the correct amount of resources.
- Fixed an issue where Carrariae provided less Stone than expected.
- Fixed an issue where bonus prestige was incorrectly calculated in some scenarios.
- Fixed an issue where Manors would negate worker generation in unintended scenarios.
- Fixed an issue where Town Square values were not properly calculated.
Rule Changes:
- Reduced watermill and waterwheel bonuses for La Rotonda from 3 and 2, to 2 and 1, respectively.
- The Biblioteka Marciana now gives a prestige bonus of 5 upon completion.
- Added the ability to remove buildings
General Changes:
- Expanded the rules and added them to the main menu (outside of an instance of the game)