v0.27 has been running since Monday afternoon. Player workers are gone and employees have taken their place, and a good part of my pages changed on the same day. This article covers what is new, what is gone and where I am still waiting for data from the live game.
Employees get a page of their own. It has six tabs: Hire, Pay, Train, Risk, Manager and Guide.


You can rate a candidate and see wage and margin per hour. The page also shows the training value per production point, the toolbox odds and the happiness account with every deduction.


The numbers come from the patch notes and from the game config of the test server. Where the two disagree, the page shows the value from the game and notes that the patch notes say something else. None of it has been measured on the live game yet.
Piraterer's Training Guide settled four open questions, and the answers are now on the page with their source. The wage only pays for base value and trained production, production from a trait comes for free. At retirement you have three choices: keep the employee, let them go or bet on ten more years. The game remembers specialisation per good. Every company may move once without a fee, and that move belongs in a core region.
The planner uses the skill tables from the game config, which the game hands out without a login. On 27 October I checked them against the live game, and every level matches. Entrepreneurship is gone, Leadership has taken its place everywhere. Management and Leadership stay in every budget tier and cost nothing.


Your own work is now paid from the energy bar. How often you can work per day follows from the regeneration per hour. The "employer" goal and the whole wage channel are gone from the planner. Energy now also pays for hiring and training. Whatever you spend on that is missing for your own work, and the planner does not subtract it yet.
A bug went out along the way. The game pays precision above 100 % as flat attack, four points per percent. The simulation used to ignore that and therefore recommended precision 0 for some gear. Now the excess counts.
The job board is closed because the game removed it. The wage series stays as an archive up to 26 October.

A link like /market?item=steel opens the good directly on the board. The Country Finder is now a tax table with income and market tax.

"Where to produce" and the deposits are switched off until I have checked them against the new rules. /stats now sits in the Economy group.
Wooden cases have new odds, 60/25/12/3 by rarity, plus a production budget per rarity. The case values at /market?view=cases use them.

The Crate Route is gone. It fetched its case list through a call that only answers for a logged-in player, and that does not fit the new terms of use. Old links to /crates land on the case values.
Since 13:52 UTC on Monday there have been no wage entries in the transaction stream. The treasury would have turned that into zero income. Now it detects the stop and shows you the last state before it.
The game now computes a country's income itself and splits it into five items: region development, strategic resources, income tax from employees, income tax from managers and the effect of the government type. In the game it looks like this:


The treasury shows these numbers on a card of their own, COMPUTED BY THE GAME, above everything it measures itself.

The codex has the v0.27 entries: the skill table, strategic resources and country income, and four entries on employees. New is a table with every cooldown I can back with a source.

Search now also finds short forms like "cd" or "SE". The German versions are written by hand.
The API Explorer splits the endpoints into two groups. Allowed is what answers with the API key. What needs a player session is listed for information only. The line comes from the developers' answer on section 9.6 of the new terms.

The site now comes in English and German only. The other six languages had 13 % of visits between them, and nobody picked one by hand.
WarEra Tactics has a season badge for every applicant who is in the fixed squad on 1 November. The privacy page has its own section on Tactics.
If something on a page looks wrong after the patch, write to me. Much of this still rests on patch notes and the test server, and the live game has the last word.