EA 0.18 is live!

EA 0.18 is live!

Version 0.18 will be live in just a minute. It’s been a while since the last update so this is a pretty comprehensive update.

Changelog 0.17 > 0.18

Version EA.0.18

Major updates
– Local area effects added. This system will get tweaked over time, but currently crime, education, health, wealth, fire safety and pollution levels are calculated. The area effects affect quality of life for residents and businesses and will lower efficiency in a building by up to 25%. Specifics on some of the effects can be found below. Education and wealth effects are currently not updated to the new system, but can be viewed in game.
– Crime level calculation changed. Now it is based on the result of the local area effects of crime after policy effects are applied, as opposed to a calculation of total population minus policy effects.
– Similarly to crime, health is now calculated based on the result of the local area effects of health after policy effects.
– Fire safety is now also based on the sum of local effects of fire safety.
– “Other safety” is now the sum of crime safety, fire safety and welfare availability.
– View modes changed to accomodate for the addition of local area effects. Instead of cycling through modes, button now opens a menu with the different modes. Cycling can still be done using the tab button.
– Advisors added. Unlocked when building city hall. Advisors will give tips on things that need to be adressed in the city. This is the first iteration, so it’s a basic implementation. More help topics and features will be added over time.
– Citizenreps added. The current implementation is very barebones. In upcoming versions you will be able to get advice from the reps regarding things that they want adressed in their neighborhood and display their places of work and their homes.

Minor updates
– Value of exports and imports (and trade balance) added into trade panel.
– Middle and upper tier residential, commercial and industrial buildings no longer require clinics, fire departments and police departments. Instead, buildings built in areas with high crime etc. will receive a penalty (see local area effects above).
– Added a 0.5 size vactrack piece. Vactracks will be getting a slight overhaul in one of the upcoming versions, so it might be a good idea to not go wild building massive vactrack systems as they might break!
– Now only one City hall, National bank, Customs house and lab is allowed per city. Saved cities with more than one of these buildings are not affected.

– Building range increased slightly.
– Costs of policies tweaked, specifically those aimed at crime and health.
– Tax on pollution formula tweaked and overall simplified.
– Happiness from health is now calculated in a different way.
– Trade balance now affects currency strength.
– High currency affects wages and labour demand.
– Onclick sound volumes tweaked.

Major fixes
– Fixed issue where sometimes a good/bad building would not register when built in very densely packed areas.
– Fixed bug where in certain locations, buildings would incorrectly register a nearby good or bad.
– Reduced food shelf life research effect fixed. Incorrectly increased food consumed, rather than reduce. Drinks consumtion is now also reduced.
– Building unlocks were bugged out at times – fixed!

Minor fixes
– Lab given resource priority (similar to how farms and power plants have priority).
– Incinerator was incorrectly affected by the global economy. This is fixed now.
– Destruct hologram fixed for city hall.
– Fixed bug where display price of goods would not match up with actual revenue/cost when selling/buying resources.
– Collider for recycling center fixed.

Possible fixes
– Menu crash bug hopefully fixed.

– We’re back to the usual spring/summer theme!
– Lighting adjusted to make “underside” of cities brighter.
– Cross fading applied for LOD:s. This makes LOD groups fade in, rather than pop in. This also means I’ve been able to switch LOD distances and make high poly versions of buildings visable only from close distance.
– Tweaked tree shader
– Swedish localisation updated.
– Fallbacks to english added for missing translations in German, Spanish, French and Russian to avoid missing texts. The missing translations will be added in an upcoming update making all localisations equal and complete (for now).
– Atmofleets spruced up a bit.

First of all, the update adresses a handful of bigger bugs related to buildings not registering properly or incorrectly registering as a nearby good or bad building. Building unlocking from population targets being reached were also bugged out at times before, this has now been fixed.
There’s been a crash bug that occurs sporadically when going to the main menu from a city. I’ve not been able to reproduce the issue after making some changes to how threads are handled, so that should hopefully be fixed now.

The biggest change in this version is how crime, health, pollution and fire safety is now calculated on a local level, instead of a city wide basis as it was before. Education and wealth levels have also been added into this system, but education is still calculated based on city wide values as before, and wealth currently has no function. They are viewable in the view mode though, so you can still see for example which areas are poor, and which aren’t.
More tweaks to these systems will be made over the course of the upcoming versions.


Advisors have been added. Currently they only discuss a handful of issues, but more help entries will be added in the upcoming few versions. This system will serve as a sort of tutorial for issues as they arise in a city. Advisors are available once a city hall is built. On the subject of city halls, from now on, only one city hall, customs house, national bank and lab is allowed per city.


Similarly to advisors, but available at all times as long as population conditions have been met, is the system with citizen representatives. Currently, the implementation is very bare bones and you will only see the reps in the rep panel, but they will not provide you with any information. This system will be expanded upon in the upcoming few versions and finalized fairly soon.


A smaller addition is that trade balance will now be displayed in the trade panel. For smaller cities this is not relevant, but once there’s a large amount of goods moving in and out of the city, keeping an eye on the trade balance can be important as it will affect the value of currency, which in turn affects wages etc.


The upcoming few versions, aside from focusing on advisors and citizen reps, will be geared specifically towards QoL improvements, localisations and tweaking and improving the controls and adding more control schemes. These changes will be added into smaller updates released on a weekly basis, starting next sunday!

On the upcoming version

On the upcoming version

Long time no log! Aside from holidays taking up time, I’ve been under the weather for much of the past two weeks, but it’s finally getting better. Devlogs will now be back on a weekly basis.

The next version of the game, 0.18, will be going live next sunday (the 19th). This is a bit later than I had planned at first, and due to my recent bout of illness. Moving forward beyond that version, I’m hoping to get back to more regular updates and will be taking some time off of my day job to allow for more dev time.

In the upcoming version, a few completely new systems will be introduced. They will not be fully finished, but usable and active.
First off, local area effects will be added. The current effects are: Crime, education, fire safety, health, pollution and wealth. These effects will work in tandem with the building requirements, but overall, the number of required nearby buildings to grow a dense city will be fewer. For example. Buildings will no longer require nearby clinics, police departments and fire departments. Instead, a densely packed area will get less fire safety and thus over time require a fire department to improve the situation. All these effects are calculated in sum, and if a building is in a polluted area with high crime and no fire safety etc, then it incurrs a 20% effeciency penalty (might change over time).


Each building, when built, gets local area effect nodes around it. Each building adds or subtracts the local area effect, for example crime. If an area is dense, then a lot of crime is added. Each building then gets an average of each node’s values. Below is an image of buildings negatively affected by nearby pollution.


I’ve also started adding citizen representatives. These are a sample of citizens from your city. Currently you can only see their stats and view their home and place of work. In future versions they will provide you with information about their neighborhoods so that you can tweak them and improve them. They will essentially advice you about local area effects and give advice on policies that affect them negatively.


Advisors will also be added in with version 0.18. Currently, their topics of advice are rather limited, but over time I will add more and more into it and they should be able to provide players with a lot of information about issues in the city. Unlike the citizen representatives, their main focus is city wide rather than local, and they will be geared more towards optimizing the entirety of the city and maximizing ouput.


Currently there’s only a placeholder image for the avatars, but there will be actual images of advisors and citizen reps once I have a good idea of what kind of style I’m going for. Any ideas? Shoot!

The winter theme will also be shifted out, so now we’re going back to the usual spring/summer theme. In future version, the seasonal themes will be toggleable in game.


That’s it for this week!

Last entry for 2019!

Last entry for 2019!


This entry will be a short one as progress has been slow this past week and holidays are just around the corner!

I’m currently working on some optimizations for when cities have grown into a fairly large size. I’m going to create a “short cut” of sorts for when buildings need to find a road to attach to when they grow as this has been a source of sporadic slow down. I’ve also started implementing cross fading between lods, which means I’ve been able to lower the distance for the first LOD without visable pop-in etc. I’m hoping to be able to quickly add a distance LOD so that the city sky line will show even at very long distances (right now the city “fades out” when the camera is far away).


I’ve started reworking the post processing stack a bit for optimization purposes as well as lighting for visibility purposes. The main purpose with the latter being to have the entirety of the city properly lit, regardless of whether it is built on the “underside” or “upside”.


Since the last update, the policy system is now rigged for continued implementation, meaning I can now start adding in the “edge case” political systems, starting with communism and laissez faire capitalism, as these are the most tricky ones that require reworking parts of the underlying systems in the game. More on this will follow in the next devlog.


In the next update, I will have fixed the missing translations as well as adding more tutorials. I also hope to start getting both citizen reps and advisors in. Advisors are just your “team” that will help you out in different scenarios. Citizen reps are citizens you will be able to follow and who will give you their take on how the city is doing.


As mentioned, this was a short entry. Next devlog will be up on the first sunday of next year (in roughly two weeks)! Happy holidays!

0.17 is up and running!

0.17 is up and running!


0.17 is live and features a host of new features and fixes. The crash bug mentioned yesterday should now hopefully be fixed. Here’s the changelog since 0.16:

New major features:
– New challenge levels added.
– Added new family and social policies. Some policies have also been moved to more fitting categories.
– Tea, coffee and cocoa farms added. Beverage processing plant added.

New minor features:
– Econopedia now features what policies affect specific entries such as health, education etc.
– Discrete policies now display icon for corresponding political direction.
– Policy window spruced up a bit.
– Removed building placement constraint near atmosphere. Now, if a block has been placed, a building can be placed on top of it.
– Number of max trades increased to 50 sales and 50 purchases with Customs house. Without, only 5 each.
– Added notice for when building materials are running out and a zone wants to grow.
– Atmoports now have a maxcapacity (100k citizens or 20 active trades). Once reached, population growth will slow down.
– Because it takes a while to initialize resource prices and demand curves, there’s now a loading sequence when opening the trade panel after loading the city. This is to prevent starting a trade when the price is zero (which makes the commission zero).
– Resource demand values and prices are now saved.

Balance tweaks:
– Goods ticket demands lowered.
– Increased health production in clinics and hospitals slightly.
– Discrete policy selection locked until a city hall is built.
– Importance of trade increased by increased cost (more revenue on sale, more expensive to purchase).
– Currency value now properly affects trade prices. High value currency means its cheaper to buy, but less revenue is made selling. Low currency value means it’s more profitable to sell, but expensive to buy. Since the currency initially is usually weak, this means it’s more profitable to make the resources needed rather than buy. Over time as the city grows and the currency can be strengthened, the more viable it becomes to provide resources through long time trading contracts.
– Nano structs now required for top density of buildings.
– Rebalanced pricing, and output of all production buildings.
– World limits expanded slightly, to allow building closer to the atmosphere
– Early building roster now has slightly lower upkeep.
– Warehouse capacity lowered.
– Certain policies now affect research.
– Happiness tweaked.
– Residents now demand tea, coffee, cocoa and processed drinks!

Major bug fixes:
– Issue with buildings sometimes not registering base efficiency fixed (occured sometimes when buildings were placed near a long straight road).

Minor bug fixes:
– Cars now deregister properly when a road is demolished.
– Fixed issue where vehicles would sometimes shortcut through roads instead of leaping off the edge when switching planes.
– Cars update home nodes on a thread to avoid them bogging down the main thread.
– Fixed bug where destroying bridges would leave the road tiles intact.
– Fixed issue where bridges would sometimes not register roads placed in 90 degree angle relative to the bridge’s roadtiles.
– Tweaked bridges and allowing roads to be built properly beneath bridges.
– Fixed credit icon on goods tickets.
– Health policy now adds health production from clinics and hospitals as expected.
– Education policy now adds education production from schools etc. as expected.
– Destruct icon for super absorbent fixed.
– Resource separator is no longer affected by boom/bust cycle.
– Recycling center and resource separator now consumer prioritized, meaning these buildings use resources before other buildings. This prevents trash management to not be stopped when there’s a lack of labour.
– Fixed case where amount remaining in tradepanel would display negative values.
– Fixed bug where sometimes starting a trade would not directly display the new trade item in the trade panel.
– Fixed gloss and normal maps for a handful of building footprints.
– Fix for building vicinity bug where buildings would sometimes not properly deregister a nearby building when it has been demolished.
– Fixed seldomly occuring null-ref error when demolishing a building while road network IDs are being assigned.

Performance fixes:
– Optimized vehicle position retrieval, estimated sevenfold performance improvement for cars (from 1,4ms per frame to 0.2ms).

– Autoexposure dropped.
– Global time tick speed decreased slightly.
– A number of new policies have been added, forcing a redesign of the policy system. This means cities with policies enabled and saved will be loaded with incorrect policies enabled.
– Tweaked post processing stack slightly to avoid bloom triggering by sky.
– Spruced up farm buildings.

Overall, this version should be substantially more stable and less glitchy than earlier versions. It provides me with a good base to continue building on the policy system and continue adding new features. As for the road map, I’ve still got some catching up to do, but this version crosses a few items off the list. Remaining items are ongoing as of this version and should make it into the update early/mid January 2020, after which a new road map will be published.


As mentioned in prior posts, this version features a full ten challenge levels. Further challenges will be added once more systems get finished so that the challenges can make proper use of these.


Food production now features coffee, tea and cocoa as well as processed drinks. These items have also been added into the demands of residences and come into play around the second to third density for each building. Drinks are a slight bit more costly to produce, but less is required to keep residents happy. Aside from new farms, the existing farms have also gotten a slight face lift.


Trade and policy has been more stable. Several annoying glitches relating to trade and issuing trade have been fixed. The number of active trades now tops at 5 sales and 5 purchases when there’s no customs house. Once one is built, 10 sales and 10 purchases can be made at the same time with one Atmoport. Building more ports allows more goods to enter and exit the city. To check the available capacity, Atmoports now have an efficiency indicator in the building information panel.
Policy costs and effects have been tweaked further, and several new ones have been added. Along with this, revenue from taxes and funding costs have been changed a bit as well.


For a limited time, over xmas, the game will be winter themed. Eventually I will add seasons into the game properly, and allowing them to either shift naturally via in game time or system time.


Lastly, there’s been a number of fixes to glitchy traffic. There’s still some tweaking left to do, but there should no longer be mass spawning of vehicles or masses of vehicles going off-road.

Closing in on version 0.17

Closing in on version 0.17


This entry will be rather short, as I’m battling the cold of the decade.

Next weekend, the 0.17 version of the game will go live. This version mixes optimization, bug fixes and new features. Primarily it features a finalization of the base set of policies (more will be added later on, but there are now enough for continued development). This means, there is now a foundation on which to build the implementation of edge cases that I have advertised earlier. When policy has been pushed far enough in one direction, it will allow players to enable specific political ideologies that come with some bonuses and penalties and will offer up new playing styles.

The newly added policy features a bunch of family life and social policies:


To illustrate where a political ideology can be adopted, here is where enough progressive policy has been enacted to (once it’s implemented) enable socialism:


Implementing the ideologies will take quite a lot of time, since they affect base systems quite a bit and will require specific balancing, but I’m hoping at least one or two (ie, communism and laissez faire capitalism) will make it in this year.

This version will also feature a lot of tweaking of production, costs and consumtion. Resource demand has been tweaked, and goods ticket costs are now much lower, making them more viable to gain rewards. The customs house now also enables not only long term trade items, but also increases the maximum amount of concurrent trades (currently set to 30, but will be 10 without customs house and 100 with).


There have been some sporadic issues with buildings not properly registering/deregistering when a nearby good/bad building has been demolished. This is now fixed. Also fixed is building roads under bridges. Vehicle behaviour is now less erratic when demolishing roads and vehicles properly reset to home position when they are out of view.


Challenges are being added in as well. In this version, there will be 10 challenges. This also marks the last challenges added for quite a while. I will hold off on adding more until policies have been expanded further, to allow for challenges that make use of these features.


Next week, if I’m well enough that is, I’m hoping to add the coffee, cocoa, tea and processed beverages buildings. If they are added, new resources will added to the building resource demands. These drinks will be required to grow buildings from density 2 to 3 and up. Another education building will also make it in hopefully, the preschool.
There will also be a need to build additional atmoports once the city is large enough and has resources moving in and out of the city, as Atmoports will be given a max capacity.

What’s coming in 0.17

What’s coming in 0.17


Work on 0.17 continues. This version will be quite heavy on optimization and bug fixes, as well as additions to the policy side of the game. First off, there will be additional policies to choose from generally. I’m also working towards getting the “extreme” policies in as well. Once a player has moved their position towards to corners of the gal-tan map, this will enable a set of additional policies. If the player moves far enough along a left and authoritarian direction, they will unlock communism and related policies. Right and authoritarian unlocks fascism. Liberal left unlocks social libertarian and liberal right unlock laissez faire capitalism. Implementing these will be gradual since they have rather significant effects on some of the core systems in the game.

In the move towards these new additions I’ve started clarifying the role of different policies in the econopedia further:


As new policy is added, the info in the econopedia will grow as well. Similarly, the policy selection UI has been updated. To make it easier to navigate I’ve added a menu structure, so that items that are of no interest can be hidden away. I’ve also added the policy’s political direction to help guide the player how the policy affects the position on the political map. Along with a slew of new tutorials being added in the upcoming few updates, policy and policy implications will be a theme for a tutorial as well.


I’ve continued working on traffic, fixing both performance and glitching. I’ve all but fixed the issue of cars shortcutting to off locations when roads are demolished. Cars resetting now also fetch their locations via a thread, further improving traffic performance.


I’ve also managed to get health and education policies incorporated into the building information display, so that the effects of establishing a specific policy is more apparent. I’ve also increased the effects of these policies quite a bit and made additional adjustments to costs.


In the upcoming version, I hope to catch up on adding challenge levels. Hopefully I can have a solid 10 challenges in the game. The last two additions are quite difficult, which should offset the simpler challenge levels added earlier on.


The next version should be live december 15th, which is a bit later than I had hoped. This is due to the heavy work load recently, but given solid dev time in the upcoming two weeks there should be a solid version ready.

Current and upcoming work

Current and upcoming work


Another slightly delayed devlog, due to running out of time to do a write-up yesterday.

The past week, progress has been slow as I’m finishing up some remaining work at my day job. After this week, I will return to my previous position, which means more normal working hours and a more normal work load which will mean more dev time.

I’ve primarily fixed minor bugs and performance issues and continued working on the political map and policies. I’ve also added another challenge level, seen below.


I’m in the process of adding information on what policy affects what into the econopedia. Here you will also be able to see how each policy affects your position on the political map.


I’ve been polishing traffic further, and am working on a shortcut for when a building registers a road tile as it’s road connection tile. This is needed to speed this process up when a city has many registered road tiles (ie, in a big city). The performance hit currently isn’t huge, but a fix is still required to be able to increase the maximum atmosphere size.


I’ve also continued work to fix traffic from glitching out. There is currently an issue where if a road is destroyed, traffic will still spawn from that point and shortcut to a specific road tile. Hopefully I have a fix for this going now.


In the upcoming version 0.17, I’m hoping to have added some additional policies and also added locking conditions for some of them, so that some can only be enabled once certain buildings have been placed. After that, I will start adding policies that are only enabled once a player reaches edge cases, such as communism and laissez faire capitalism.


More information on what will go into 0.17 and the prospective release date will follow later this week

Version 0.16 is live!

Version 0.16 is live!


Version 0.16 will be live fairly soon. The changes compared to 0.15 are:

Changelog V0.15 -> V0.16

Halloween has come and gone! The pumpkin props have now been put back into storage.

Major features:
– New challenge added.
– Political position map added. This will be expanded upon over time as new policies are added.
– Cocoa, coffee, tea and processed drinks resources added. These cannot currently be grown/manufactured, this will be added in upcoming versions along with adding these into the citizen demands.
– Inflation now implemented. When there is no national bank, inflation will fluctuate more and affect wages more. Once the national bank is built, an inflation targeting mode is automatically applied (other modes will be added in the future) allowing players to set rates to combat inflation and get stable wages. The system will be tweaked over time as more things are added.
– Canals removed from transportation menu. This has not been active since the early alpha. Once the water blocks are implemented, the canals would be out of date anyway.

Minor features:
– Added challenge difficulty indicators in the main menu.
– Input/output chapter of econopedia finished.
– Particle effects turn off when a building is turned off.
– Autorate mode added in bonds and currency panel. This will automatically target 2% inflation. It allows players to not have to micromanage inflation levels.

– Carbon added as starting resource in free roam.
– Carbon added as starting resource in all campaign levels. This was necessary since carbon was made a vital resource for the carbon power plant (otherwise it forces an import of carbon before the city can start growing).
– Financial transactions tax was based on services available AFTER consumption, making it zero if all services were consumed. Now it’s based on total services produced.
– Financial transactions tax revenue increased.
– Waste calculation adjusted.
– Tax revenues (res, com, ind) adjusted.
– Wage formation adjusted (this affects residential tax revenue as well).
– Trade yields increased. This is a response to move revenue creation from taxes and promote more trade. Trade commisions also increased.
– Cost of a large set of policies adjusted down. Effects have also been adjusted.

Major bug fixes:
– Fix for research effects not being incorporated in building info.
– Fix for cars behaving oddly.
– Fixed vactrains not showing up when loading a city.
– Added fix for buildings sometimes spamming new connections to roads although they already have one. This improves performance when buildings grow in large cities. There will be more of a performance improvement added to this in the next update.
– Cars now get removed properly when home building is destroyed.
– Fix for trade sometimes not registering.
– Fixed issue with completed challenge levels sometimes writing to number of finished campaign levels.

Minor bug fixes:
– Fixed issues with challenge/campaign trade objectives.
– Fixed challenge/campaign trade value being summed up incorrectly.
– Fixed incorrect on click sound for forestry.
– Fix for research progress bar bugging out when high skilled labour is completely missing.
– Fix for bug where bridges could be built under water.
– Avenues now can’t be built over already existing avenues.
– Added destruct holograms for downward/upward vactrack bends.
– Fixed roads not getting street lights when built next to residences etc.
– Fix for roads not displaying street lights on load.
– Fix for double foundations being placed at start.
– Tool tips in trade panel fixed.
– Currency value and inflation value now saved properly.

– Resource requirement calculation optimized (this runs on a thread so it doesn’t make performance better, but prevents issues of values not being calculated in time when the city is large).
– Resource calculation thread made safer. Should now be more stable and not register flickery values.
– SSAA and atmospheric scattering updated. This should improve performance.
– Updated Unity to version 2019.2.

As can be seen, yet again, a lot of time has been spent fixing bugs, improving peformance and adjusting balancing- This is mostly by choice, but also due to a very high work load at the moment. Meaning it has been difficult to find time to properly implement new features. Luckily my current day time job contract is coming to an end, after which my work load will be more normal and I will be able to catch up on items that have been delayed. I still project that I will catch up on the delayed feature additions in december and that the new road map will be live mid to late december.

As for what is in this version specifically:
We see the addition of a food more food resources – cocoa, coffee, tea and processed drinks. These will complement the current cereal, legume, fruit and processed food resources. These will come into play o get buildings to grow to the third or fourth density. Currently the resources are tradable, but not actually used by residents and they cannot be produced. Production facilities will come in the upcoming few versions. Once production facilities are in, the demand trees will be modified so that residents will start demanding the resources.


I’ve also started adding the political position map. This shows players where they are positioned on a gal-tan map according to the policy currently implemented in the city. This takes into account tax levels and policies selected in the policy panel. This will be built upon further and lead up to the implementation of “edge” political cases such as communism and laissez faire capitalism.


This version features a tonne of adjustments of tax revenue etc. First of all, revenue from residents has been lowered slightly and is now fully relative to wage levels. Wages are affected by inflation, so if you run a city with high inflation, wages will drop in real value, meaning tax revenue drops too. Currently there is no hyper inflation or similar. Instead inflation is clamped to max 15%. Commercial and industrial taxes have been tweaked as well but are not affected by wage levels (except industry and commerce will run at lower efficiency when wages are very high).


Costs and effects of policy have also been changed. Mainly health and education policies have been changed, lowering costs and increasing their effects.
Financial tax and wealth tax revenue has been increased a bit and trade yields and commision have been increased (by quite a lot). This way trade becomes a more viable method to combat deficits.


To simplify the early game, carbon has been added as a starting resource on every campaign level and free roam level.
There have also been a fair amount of bug fixes, some major fixes and some minor. A bigger fix is that “flickering” values should now be a thing of the past, since the entire calculation thread has been made more solid. I’ve also managed to speed this thread up significantly which prevents value update ticks from being stalled when they wait for the thread to complete, which was the case in my current large test city.

Coming up in 0.16

Coming up in 0.16


Missed yesterday’s planned devlog because I was on the road. Upcoming devlogs should be posted on sundays as usual.

Work on systems continues, so like before, images this week are a bit random.

For the update due live on sunday, the game will have been moved to the latest version of Unity to allow an upgrade of SSAA and atmospheric scattering. This means there are some performance benefits in the upcoming version.


I’ve also worked on some other optimizations, among them when vehicles get the position of the next road node. There’s still more work required to get this up and running fully, but it’s getting closer to being finished. I’ve also attempted to fix an issue with buildings checking their connections when the city is loaded. Doing so when the city is large bogs down the game quite a lot but briefly. I’m trying out a fix for this, but the drawback is that it takes longer for connections to get set up. Hopefully I will find a good balance for this for the update.


I’ve also worked on the connectivity and calculation threads. I discovered that the calculation thread specifically was getting very slow on my current large scale build. A city of 150k citizens was clocking in at 300 ms, which gets too close to the calculation cycle time when the game is running at 8x speed. Luckily I have found fixes for these issues and now the same calculation cycle runs in 20 ms. I’ve also improved how the results of the connectivity and calculation threads are handled. There has been an issue where values have flickered at times, this was due to some values being modified in a thread, while also being used outside. This has now been properly adressed, and there should not be issues with this anymore.


I’ve continued work on inflation, and for starters only two simulation modes will be added. One is the default “no monetary policy” setting that the city will run with if there is no national bank. When a national bank is built, this will switch to inflation targeting. I’m still working on the ability to auto set rates to compensate for inflation and to keep inflation stable. This will be important because inflation now properly affects wages negatively, which means you get lower tax revenue from citizens. There’s still work left to do, but it should be ready for the update and then tweaked in versions afterwards.


I’ve also gotten water blocks going. Unfortunatly it’s not certain I can get these finished for the update, since they are proving a bit more difficult than first expected. There’s also a performance issue in the water shader I had intended to use, so I will have to write a new one or modify the one I have, which will take time. It should all be finished fairly soon though – fingers crossed.

Road to 0.16

Road to 0.16


Devlog is a day late because I ran out of time to write up the log yesterday. Anyhow..

The past week was pretty code heavy, so images in the post are random shots from the test build I have going currently. It’s a city of 150k citizens. I use this city to test performance at larger scale.


There are a few issues that I have found, and managed to incorporate into the update posted on saturday. One such issue is that buildings, when a city grows, would sometimes spam new vehicles and not removing them correctly when buildings grew. This would cause massive amounts of cars with poorer performance as a result. Another performance issues found and that will be fixed for the upcoming 0.16 version, is that buildings registering road connections gets rather slow when a city is of this size. I’ve managed to improve performance a bit in the saturday update by removing unnecessary connections being made at times. More work is required though.


I’ve also managed to find some obscure issues, among them the calculation for the financial transactions tax being based on services available AFTER consumption rather than before. This tax was also not generating enough revenue.


Progress in adding new features last week was unfortunatly quite slow. The main new feature I’m working on is the addition of water blocks to allow for building water ways and adding lakes. Currently, there is nothing to show here as only the code has been written and I’m still at the boxing stage. But hopefully this will be available in the 0.16 release, if not, it will be in the version after.


In the saturday update I did manage to get a new challenge added. This one is a bit easier than the previous ones, but still does require quite a bit of planning.
As for the 0.16 version, it will be available sunday the 17th of november!