
Sovereign Vale: Empire Builder
Medieval island city strategy
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What's New in Sovereign Vale
1.65
October 31, 2026
Sea battles. Any attack across water is now fought at sea before anyone lands. Win it and your troops go ashore. Lose it and your warships are sunk, while the transports turn for home with the soldiers still aboard. A town's walls do not reach the water, so a fleet is no longer a bonus on a land assault — it is the gate. Plunder worth sailing for. The gold you take in a raid is no longer limited by how many cargo ships you brought. It is set by the wealth of the realm you raid. A fast squadron of war galleys that carries nothing at all is now a real plan. Raids now cost the defender. Goods and troops taken from another player genuinely leave their realm, and you will be told who raided you and what it cost the next time you open the game. Your garrison, your walls, your stance and your doctrine finally defend something real. Four new honours past 5,000 Renown — attack, defence, and both halves of your fleet. Crowns reach the army. Finish the drill queue, or cover a recruit's shortfall. Goods and time only, as ever. Never power. Hurry a campaign. Buy back the march out to a barbarian camp, or the road home. Deliberately not available against other players. A building under scaffolding takes no orders. An upgrading Barracks drills no new recruits, and an upgrading Library stops lending its level to your scholars. Work already underway finishes as normal. War Cogs are ordered at the War Shipyard now, alongside the warships they sail with, rather than at the Wharf. A better prize for the Great Works. The season reward is measured against your own realm instead of a fixed pile, so winning a week is worth something at every stage of the climb. Faster launch, and the city no longer stutters while it saves. Also: three larger research bundles in the shop, clearer resource marks in the Chronicle, and a number of smaller fixes.
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Sovereign Vale
Sovereign Vale : Build your Empire




