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Month: September 2019

One week until 0.14

One week until 0.14


Work on 0.14 progresses. Quite a few things remain, but a lot of things are falling into place.

As mentioned in last week’s log, I was working on adding separate demand functions for each resource.This is now fully implemented. Demand is set in two steps: each group of resources has a demand function. The groups are raw materials, building materials, foods and consumer resources (like eletronics or plastic). These run along a random sin curve similar to how the global economy works. The other step, is that buying and selling large quantities affects demand. There’s also a bit of randomness implemented to make things develop independetly on a per resource level.


The demand curves will be able to be toggled on and off (in fact they can be already, but the picture is from before that


). All these things combined, trade can now be part of a player’s strategy to make more money.
Goods tickets, which have been mentioned before are also in the works. These are requests for three resources (one from each of the four groups). If you can deliver them in time, you will be given a resource or modifier as a reward. Delivering on them also boosts conglomerate happiness, which boosts output. Here’s the trade panel along with one goods ticket (work in progress, thus a bit messy). As can be seen, you can now also add trades that are not timed, so they will run until cancelled.


The mini size zones are also in the works. Industry and residences are now finished. You can now fill those small left over spots with some small single family homes.


I’ve come across some performance issues, primarily in the new click n drag demolish function. This was a recent discovery, so it has not been fixed yet, but I’m hoping to have it fixed for 0.14.


Other than that, there’s a bunch of smaller things done, like the addition of a restore default controls button in the options menu as well as an FOV slider.
In the upcoming week I will be finishing the goods tickets, working on currency, inflation and interest rates for an early implementation of this as well as finishing up the mini sized commercial zones and a bunch of other smaller fixes and additions.

Road to 0.14

Road to 0.14


Work on the next update is on-going! This update will primarily focus on expanding trade and a basic addition of currency and inflation. In this version, the “mini”-sized zones will also be added. These are single family homes, small business and small industry. They only have one density, so they won’t hold many people (4-6 each), but can be used to fill small leftover areas or add variation to bigger neighborhoods.


The trade overhaul is in the works. Mainly, this week I’ve worked on separating the bonds related functionality from the trade panel. What is currently known as the resource panel has also been added into the trade panel. This should prove more logical once it’s finished. Trade and overall resource management will be under one panel, and joining bonds will be currency, currency depreciation and interest rate setting. More on the latter next week.

Trade functionality has also been changed a bit. First, what has been refered to as “direct trade” has been removed. You can no longer buy resources and instantly receive them. Now, you can instead place an order of 500 units of a resource and it will be delivered over time. This, like the direct trade, costs extra. To enable trading contracts, a customs house has to be built. Trading contracts work the same way as before, except you will now be able to set indefinite contracts that expire only when you cancel them. This will allow players to build wealth using trade in a much more natural and less time consuming way.
Trade yields have also been raised. This means you can expect higher costs when purchasing resources, but also higher revenue when selling.


Another feature that is in the works, is that unlike before, each resource will be given its own demand function. Before, the pricing on a resource depended on the global economy and on how much you had traded in recent time. Now, there are four demand functions – raw materials, building materials, foods and consumer goods – that determine the demand of the respective groups. On top of this, a random demand offset will be added to each resource. Like before, the amount you have traded will also affect demand slightly.


Inflation is also making its way into the game. This means cities will now be given its own currency that needs to be managed. Generally, things that are isolated to the city itself will not be affected much by the strength of the currency. Building maintenance costs will remain the same, as will tax revenue. Where the presence of a currency will mostly be evident is in trade, where a strong currency allows you to buy resources cheaply, and a relatively weak currency will be benefitial when exporting. Wages and production output will be affected slightly be the strength of the currency.

Overall, these changes will add a new layer of complexity to the game, but with the additional help documentation I’m working on and after giving it a go, I think most people will find it nifty.


I’ve also continued work on controls, tutorials and help texts. More on this next week, as well as more on trade and currency.

0.13 is live!

0.13 is live!


Version 0.13 is uploading! Here’s what’s new:

New features:
– Customs house building -> in the next version this will unlock long term trade.
– National bank building -> in the next version this will unlock unlock bonds
– Super absorbent. A later stage water production building. More expensive, but produces more water and can be built near pollutant buildings without production penalty.
– Side decoration, to spruce up those concrete blocks.
– Modifiers implemented. The first batch of modifiers include increased tax revenue, increased production, lowered production costs among others. These are valid for 20 time cycles. Modifiers are saved on a per user basis, so they can be collected in one city and used in another with the exception of super challenges. Building info may be off when mods are activated, this will be fixed in the next version.
– First challenge added. Challenges are tricky scenarios that will require a lot of planning and skill to complete.

– Day/Night cycle adjusted to hide some of the TAA ghosting.

– Temporary blocks now autodestruct also in paused mode.
– Temporary blocks can be demolished.
– Parks and decorations were missing prices – fixed.

– Rotation can now be performed on either mouse or keyboard, rebindable in the options menu.
– Fixed issue of accidentally anchoring to buildings when rotating view.

– Crates now display icon of reward.
– Added background to text in upper stats bar to increase contrast and readability.
– Tidied up the controls tutorial and added a few more control items to it.
– Objectives are now hidden when using visibility modes. Unhidden when opening panels.
– UI panels location moved.

– Two new achievements, found crates and challenges finished (this one can’t be done yet, as there are not enough challenges atm, but soon!).
– Increased zones’ road reach slightly, allowing small scale zones to be packed more densely.
– Increased number of active trade sales/purchases from 5 to 20 each.
– Electronics plant production yield increased.
– Tweaked density check that allows buildings to grow to the next density.
– New basic building practice tutorial – humble beginnings. Practice makes perfect tutorial will be back in the next update, but then as a more in depth tutorial.
– Objective skip bug in campaign fixed.

As can be seen, goods tickets were not implemented this version. This is due to prioritising further tutorial improvements and additions based on feedback. They should be in with the next version.


The major additions this time around are challenges. Currently only one challenge has been added. Challenges are tricky scenarios, similar to the campaign levels, but way more difficult. Often they require some clever solutions both in terms of policy to make money and maximizing the space available.

On the subject of tutorials, the old “basic” tutorial has been replaced with a simpler one that is more direct in how to get a city going. For the next version, another more in depth tutorial will be added too.


I continue to tweak controls and systems. This week I’ve changed the anchoring mechanic, as well as adding camera rotation to the keyboard as well. I’ve noticed that most movements can be performed with WASD and panning and rotation with the mouse, which will be added into the movement tutorial as well as a hint.


There is now also a later stage water production building. It’s more expensive, but produces more water and can be placed in dirty industrial areas with no penalty.


The next version, 0.14, will not add as many new features, but rather focus on changing things that are already in the game. Primarily the trade mechanic, which will be expanded quite a bit, and there will be an addition of timed delay when trading directly as well as a purchase/sales price that later on will depend on the strength of your currency.

There will also be a focus on optimization of systems, old and new. As well as fixing minor bugs and issues that I’ve noticed.