# Xenofactions: Prestige & Nation Economy Overhaul
### Prestige System
* Completely rebalanced prestige generation, upkeep, claim costs, city costs, and building costs.
* Added land upkeep costs.
* Rebalanced building prestige values and upkeep costs across the board.
* Medical Tents now consume prestige instead of generating it.
* Warp Tents now have significantly higher upkeep costs.
* Additional city settlements now cost progressively more as factions expand.
* Rescaled faction prestige titles for the new prestige economy.
* War declaration costs now scale based on the target faction's prestige level.
### War & National Stability
* Declaring war now costs prestige.
* Ongoing wars now apply increasing prestige upkeep over time.
* Long wars become progressively more expensive to sustain.
* Surrendering now transfers 50% of the losing faction's prestige generation to the victor for 84 hours.
* Added Prestige Bankruptcy stages with escalating penalties:
* Financial Crisis
* National Collapse
* Fallen Nation
### Cities
* Added a city rename popup after founding a city.
* Fixed the city rename command to correctly rename cities.
* City founding now displays the prestige cost before creation.
* City levels now start at Level 1 instead of Level 2.
* City upgrades now display upgrade costs and upkeep changes before confirmation.
* Added a 10-second confirmation window for city upgrades.
* Fixed City Center conquest so captured cities transfer their generated claims to the conquering faction.
* City Centers can now only be broken by faction leaders.
* City Centers can no longer be broken during wars.
### Fixes
* Fixed conquered City Centers not transferring associated territory claims to the conquering faction.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }