Strategy

County of Fortune

County of Fortune is a medieval county builder by Nepos Games. Found whole settlements, master river trade and production chains, and outmaneuver rival noble houses.

City BuilderStrategySimulationMedieval
County of Fortune key art: a living medieval region seen from above
Developer
Nepos Games
Platforms
windows, linux
Price
$24.99 (Early Access launch: $22.49)
Release date
November 5, 2026
Players
Single-player
Game type
City Builder, Strategy, Simulation, Medieval
Publisher
Aquila Interactive
Updated
November 7, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
November 7, 2026

Update history

  1. Created guide from verified Steam metadata, the Early Access launch announcement, and community-documented mechanics from the launch build.

Official game

Play County of Fortune

This game is hosted by Steam. Continue to the official page to play or download it.

Play on Steam

What Is County of Fortune?

County of Fortune is a medieval county builder from Czech developer Nepos Games, published by Aquila Interactive. It launched into Steam Early Access on November 5, 2026 at $24.99, discounted 10% to $22.49 for launch week. Instead of zoning one town, you found whole settlements across a wide map, set each one's direction, and watch procedurally generated streets and buildings fill in as they grow.

You play a lokator, a medieval colonizer and noble steward handed a blank stretch of kingdom. Rivers decide what can move, soil and elevation decide what grows, and resource deposits decide which settlements become farms, quarries, or trade hubs. The launch build has four social classes from Peasant to Patrician, more than 80 buildings, over 90 products, and a second game that begins once the county matures: named mayors, rival noble houses, and migrating cultures all compete across your region. A free demo caps settlements at level two and the Commoner class, and its progress carries into the paid build.

County of Fortune Details

DetailInfo
GenreCity builder, regional strategy, economy sim
DeveloperNepos Games
PublisherAquila Interactive
PlatformWindows, Linux / SteamOS (Steam)
Price$24.99, $22.49 with the Early Access launch discount
PlayersSingle-player
ReleaseEarly Access, November 5, 2026
Store IDSteam app 3204330
Achievements13 Steam achievements
Content80+ buildings, 90+ products, 4 social classes
DemoFree, progress carries over, capped at level two

Getting Started: Your First County

A stable opening county needs exactly four things: food, logs, carpentry points, and equipment. Everything else can wait. This sequence gets you from the tutorial's first settlement to a working level-two region.

1. Place the first settlement where food grows. Pick a site that can farm cabbages, turnips, beans, or grain. Before placing, select a starting building in the left panel. A red placement marker usually means no building is selected, not a bad site. Avoid stone terrain, since invisible one-tile stone patches will reject placement even when the surrounding grass looks fine.

2. Build the opening cluster. Four roles cover the early loop: a food settlement, a logging camp, a carpenter's guild, and a wooden chest workshop. The guild turns logs into carpentry points, which gate all construction. The chest workshop turns logs into equipment, which unlocks new building slots. Keep them close enough for short roads but not so close that their buildable areas overlap.

3. Connect roads to the yellow square. A road that stops at the settlement's edge moves nothing. Every road must reach the central market square. Hold Shift while drawing to get straight diagonals, and build one main spine through the cluster instead of a web of branches.

4. Appoint mayors immediately. Each settlement has an empty mayor slot. Even a modest production bonus compounds over the opening hours, and swapping mayors is free in the current build, so a wrong pick costs nothing. Match the bonus to the settlement's job: food bonuses on farms, carpentry bonuses near the guild.

5. Add needs one at a time. Open the needs panel and set one food recipe region-wide. Wait for the red warnings to clear, then add equipment (wooden chests), then a second food, then wool tunics if you have sheep. Enabling five needs before one chain is stable just hides which chain is failing.

6. Level up to two, then build Commoner buildings. A settlement levels up when all Food and Equipment needs are met. Level two unlocks the Commoner tab: Small Markets for land trade, Raft Ports for river trade, Taverns, Bakeries, Mills, and Cheeseries. Build a Small Market before a Raft Port, since the market lets a port actually receive overland goods.

Settlements, Terrain, and Site Selection

Placement is the deepest decision in the game. Resource deposits, biomes, and elevation decide what each plot supports, and trade routes follow real terrain rather than straight lines. A salt works next to a mountain pass prints money. A city far from navigable water starves its own logistics.

Three placement habits pay off all game:

  • Check the river direction before committing to a port. Rafts move downstream only in the current build. A riverside settlement on the wrong stretch cannot ship heavy goods to your main region.
  • Check a site's maximum level before investing. A cramped buildable area caps a settlement below level four even when its needs are met.
  • Move bad settlements instead of restarting. Settlements relocate for free within their region, so an early positioning mistake is recoverable.

Production Chains and the Economy

The economy is the heart of County of Fortune. Raw goods flow from fields and quarries into workshops, workshops satisfy settlement needs, and satisfied needs unlock social classes. Each new class demands richer goods: Commoners want bread and tavern beer where Peasants wanted porridge, and Patricians want far more than either.

The chains that matter first:

ChainInputOutputWhy it matters
Logging → Carpenter's GuildLogsCarpentry pointsBuilds and maintains everything
Logging → Chest WorkshopLogsWooden chestsPeasant equipment, unlocks slots
Grain → Mill → BakeryGrainBreadFirst higher-value food
Sheep → Wool WorkshopWoolWool tunicsAlternative equipment, later needs
Stone → Quarry → Mason's GuildStoneMasonry pointsStone roads and Commoner buildings

Always build the input producer in the same session as the workshop. A bakery without a mill, or a mill without grain, is just a queue of idle workers. Watch the top bar: if a regional stock is falling, pause and find the producer before it hits zero, because a starving settlement loses efficiency and can shrink.

Trade Routes: Rivers Move the Heavy Stuff

Trade turns specialization into wealth, and the rules are strict. Land trade needs a road connection plus a Small Market in the sending region. River trade needs a Raft Port in each region on a navigable river. Logs, stone, clay, and sand are heavy goods that cannot cross regions by road at all, so the river is the only practical route for them.

Open trade with T, pick a product, set origin and destination, and enable auto-trade. Auto-trade adjusts to demand and is easier to stabilize than a fixed annual quota. If a route sits idle, troubleshoot in this order: production first, then the road connection, then river direction. One achievement is literally called "Oh, It Can Be a Map Painter Too!", and earning it means your routes have knitted the county into a single working economy.

Mayors, Noble Houses, and the Assembly

Once the county matures, the political layer opens. Every mayor belongs to a noble house, houses gain influence through appointments and elections, and the Assembly turns influence into regional privileges: capital building efficiency, reduced consumption, or stronger mayor bonuses.

Habits that keep politics manageable:

  • Match the mayor to the buildings, not the percentage. An 80% bonus on a building type the settlement lacks is worth nothing. Check the impact list before hiring.
  • Read elections before appointing. A strong economic appointment can also hand power to a house you wanted out of the way.
  • Vote at the Assembly for your next project. A privilege that fits your plan beats a small tax tweak that does not.

One achievement, "Are We Supposed to Avoid Corruption? I Don't Think So!", tells you the game tolerates playing dirty. Embrace it or don't, but the systems allow it.

Advanced Tips and Common Mistakes

The 13 achievements include menu-ful culinary names like "Today's Menu: Sausage Meat Pie and Beef on Chestnut Oil", which is the game telling you food variety is a real progression axis, not flavor text.

  • Specialize around the land. Clay regions make pottery and bricks; poor soil should import food, not force wheat. Identical towns trade nothing and waste slots.
  • Level down to level up. You can demote a settlement to free its supply for another. In a tight economy, rotating levels concentrates scarce goods where they unlock the most.
  • Upgrade only the critical road to stone. Road maintenance drains the same masonry points as construction. Pave the supply spine, leave the rest dirt.
  • Build the bridge before the road. The road tool will not cross water without one, and long spans get rejected.
  • Stabilize before the second region. A second region multiplies mayors, routes, and failure points. Secure food, equipment, carpentry, and stone in region one first.

The stability rule from experienced players: if you cannot explain where a settlement's food, equipment, and construction points come from, do not add another settlement. Fix the explanation first.

System Requirements

TierSpec
MinimumWindows 7+, Intel i3, 3 GB RAM, GeForce 770 / R9 290, 2 GB storage
RecommendedWindows 7+, Intel i5, 4 GB RAM, GeForce 970 / R9 390, 2 GB storage

The game ships with Linux and SteamOS support, rare for the genre, and runs on hardware far below what most modern builders demand.

FAQ

Is County of Fortune out? Yes. It entered Steam Early Access on November 5, 2026, with a 10% launch discount.

How is it different from other medieval city builders? The unit of play is a county, not a town. You found multiple settlements, specialize them by terrain, connect them by road and river, and then manage mayors, noble houses, and migrating cultures across the whole region.

Does it have combat? No. Conflict is economic and political: rival houses, elections, and the Assembly.

Does the demo progress carry over? Yes. The demo caps at settlement level two and the Commoner class, but progress carries into Early Access.

Does it run on Linux or Steam Deck? Linux / SteamOS is listed on the store page alongside Windows.

How much content is in Early Access? Four social classes, 80+ buildings, 90+ products, and 13 achievements at launch, with a public roadmap planned through the Early Access period.

Screenshots

County of Fortune screenshot of a growing settlement on a medieval gridCounty of Fortune screenshot of terrain, rivers and resource deposits shaping settlement placementCounty of Fortune screenshot of production buildings and workshops in a townCounty of Fortune screenshot of the trade screen linking regions by river and roadCounty of Fortune screenshot of named mayors and noble house politics