Soulash 2 v0.10.3 "Economy"
2026-09-23The Economy Skill — Now Live Economy covers money, trade, and managing the economic side of your settlement. As your Economy skill increases while you trade, you unlock more ways to influence your city, move resources around the world, and make other people work for you. What Economy brings to Soulash 2? Lure families to your city with money You can now offer families a budget to convince them to move into your city. Instead of traveling around and personally asking every family if they want to settle with you, you can put money behind your offer and let your settlement attract new residents on its own. Exile families from your city Growing a settlement also means dealing with its limits.
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If your city has more families than it can comfortably support, you can now banish a family from the settlement. You decide who stays and who leaves, giving you another way to manage your population when resources are running low. Economy screen A new Economy screen gives you a better overview of what's happening inside your settlement. See who's producing goods, who's buying them, and how resources are moving through your economy. It gives you a much clearer picture of what your settlement is actually doing instead of having to figure everything out one family or resource at a time. Hire adventurers to go get your loot You don't need to clear every ruin yourself. You can now hire groups of adventurers and send them out to raid locations across the world. They'll travel to the location, attempt to clear it, and return with whatever they manage to find. Of course, there's no guarantee they'll succeed. If the location is dangerous, you may end up paying for an expedition that never returns. Start a festival in your own city Sometimes the best way to improve your economy is to make your people happy. You can now spend money to start a festival in your settlement. A festival increases your settlement's productivity by 20%, giving you a temporary boost to everything your city is producing. Build a port You no longer have to rely on pirates. If your city is located near the sea, you can now build a port. Change the natural resources in your settlement Your settlement doesn't have to depend entirely on whatever resources are available in its region. With a high enough Economy skill, you can alter part of what your region produces. This gives you more control over the resources your settlement can rely on and lets you shape its economy around what you actually need. Buy orders and caravans You can now place buy orders for resources you need, and caravans from nearby cities will try to fulfill them. This is especially useful when your region doesn't produce a material you need. Instead of finding the resource yourself, you can place an order and let the world's caravans do the traveling for you. One catch: someone has to be willing and able to make that trip. Here's the changelog for this update: Added - New skill: Economy - Economy milestone Festival: pay gold in Settlement Management to start a 30-day festival with traveling traders and +20% settlement productivity. - Economy milestone Remigration: banish a family to a matching-race town, or remigrate them to another town you control. - Economy milestone Merchant King: pay gold on the world map to buy out a town into your state without a land-conquest war. Vampire and undead towns cannot be bought. - Economy milestone Landowner: buy a plot of land in a foreign town as a home for your family and build inside that footprint. - Economy milestone Working Class: assign an extraction role to your home so it can reserve a remaining natural resource. - Economy milestone Local Craftsman: turn your home into a building that offers a crafting skill. - NPCs in towns can now place orders for the player if they have a crafting-related home set up. - Economy milestone Efficient Caravaneer: adds an Economy tab to State Management, listing every town with the number of days since your last visit and, for towns you control or visited within 60 days, the resources they trade in with their prices. - Economy tab tracks a rolling 60 days of every town's resource flows and reports, per resource, how much the local families produced, how much of it reached the town stock, how much the families are still holding, how much the town consumed, and how much was imported or sold out. Every figure has a tooltip explaining it. Tracking for these numbers starts when you load this version and in-game time progresses. - Economy milestone Port Building allows building ports in towns. - Economy milestone Trade Embargo allows blocking trade with other states. - Economy milestone Mercenaries allows hiring an adventuring party to raid a special location and bring back the treasure chest loot. - Economy milestone Terraformer allows changing up to 5 natural resources in a settlement. - Economy milestone All Roads Lead Here allows setting up buy orders for NPC caravans to fulfill. Changed - Improved calculation of trade prices when selling multiples of the same items so it's not more worthwhile to sell them one by one. - Increased camp setup cost after the first camp: 1000 for the second, 5000 for the third, and 10000 for each camp after that. - The number of camps or settlements that can be created is now restricted by the Economy skill. - Players can now build in the building areas owned by their starting family. - Players can now access part of the settlement management screen for their starting family to manage or work in owned buildings, but not access the family stash or wealth. - The Settlement Management settlement list is now sorted alphabetically. - Leshy's attack speed lowered. Fixed - Fixed skill cap for adventurer NPCs. Hotfix v0.10.3.1 - Fixed rare freeze on history simulation Hotfix v0.10.3.2 - Fixed pricing reduction when selling bulk of resources, food, fish, seeds, arrows, and bolts. The update doesn't require a new world. Trainers for the Economy skill may require some time to pass, but will pop up in the old worlds as well. It's a significant update with plenty of new mechanics tied to the skill, including many ideas that you, the fans, wanted to see in the game. I hope you'll have plenty of fun fulfilling your own goals in Soulash 2 in ways beyond combat. What's next? In the span of a month, you can expect one more civilization and various tweaks and improvements - I want to focus on the small things for a while to polish and bug-fix any issues that were reported in s2-bugs on our Discord. By the end of the year, I'll finally announce the 1.0 release date, since we're wrapping up the planned Early Access scope. Have fun, Artur





