Announcements
Official announcements, news and updates from the admins
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Updates All regions now have an Appeal rating, which influences where NPC's will choose to move. Appeal defaults to zero for all regions, can be negative, and has no set limits as it is evaluated as a relative score. When an NPC decides to move, they will only consider regions with higher appeal than their current region. Added an Appeal modifier to all climate zones, which will establish the base appeal for a region. Climate zones are assigned to regions when they're added to the game and are based on an average of the equivalent real-world location's typical climate. Added an Appeal modifier to all Infrastructure which is applied to the region when t…
Last reply by Darkmyre, -
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Updates Job vacancies are no longer removed when the company runs out of resources or money. Health cost for gathering resources is now equal to the productivity target for the resource. This makes rare resources more in line with higher tier manufacturing goods. Employment widget on the dashboard now shows some additional information about your recent shifts (in the last 7 days). Note that all information shown here relates only to the company you currently work for. NPC's unable to meet their needs will now generate Unrest in their region. Unrest temporarily offsets a regions Appeal, making other NPC's less likely to move there until the Unrest…
Last reply by Darkmyre, -
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Updates AP costs for Infrastructure repairs are now pro-rata, based on the amount of repair needed. For example, if you would normally repair 60 points of damage and the Infrastructure only needs 20 points of repair, you will only use 5 AP, not 15. Pro-rata AP costs are rounded up, and cannot be less than 1. Defence System damage is now properly displayed on the Battle Info screen. Note that battles occuring prior to v1.4.1 did not have Defence System damage seperately counted, so these battles will still include this damage in the overall Ground Damage pool. Repair Infrastructure now shows the most damaged infrastructure at the top to make urgent repa…
Last reply by Darkmyre, -
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Updates If a company has set a 'Max Price for Power', the company will attempt to automatically buy power from the market as players and NPCs work. Power is only purchased if the company has sufficient cash, no power, and there is an offer less than or equal to the 'Max Price for Power' setting. This feature will always purchase the cheapest power on the market, and will appear in cash logs as 'Power Purchase'. Companies with active alerts are now re-checked every hour automatically to clear alerts that are no longer valid. For an alert to be cleared, the company must have at least 50 currency, 100 RM or 1 power (depending on the type of alert). Improv…
Last reply by Darkmyre, -
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Added Add option for CEOs to have workers restock existing market offers. Offers are only restocked when there has been no change to the average production cost. NPCs will now gain/lose Loyalty to the nation they are in based on various factors. Loyalty will be used in the future to allow NPCs to change citizenship, and possibly more. NPCs will now train their military skills. NPCs in regions with a Military Base may receive Jet/Tank training. NPCs training without access to a Military Base suffer a 25% penalty for Infantry training, 50% for Medic training. NPCs require appropriate citizenship to gain the benefits of a Military Base. Changed …
Last reply by Darkmyre, -
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Added CEOs can now set a target stock and maximum price for all resources the company uses. When set, your company Secretary will attempt to maintain the target stock levels as NPCs work. (This feature may be extended to player shifts in the future). Changed The War Room will now show battles where the attacking force is retreating. CEOs can now set a vacancy limit for NPCs directly when placing/updating a vacancy. The Add Vacancy popup has also been updated slightly. Fixed Fixed a bug preventing NPC worker conditions (tier/salary) from being changed. Fixed a bug allowing multiple raffle tickets to be purchased. Fixed …
Last reply by Darkmyre, -
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Added NPCs will now gain experience points (XP) and level up similarly to players. NPCs receive $2 of their national currency and a happiness boost when levelling up. Industry Ministers can now set a fee for each tier of medicine, as well as hospital treatment, to be charged when citizens (including NPCs) use the hospital. Industry Ministers can now set a maximum power cost, defining the most the nation will pay per unit of power purchased from the market. New building art generated using AI assistance (Nano Banana 2), as the first step in a plan to modernise the game throughout this year. Note that new images may not show immediately for all pla…
Last reply by Darkmyre, -
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Fixed Fixed a critical bug introduced in 2026.4 that caused all NPC work shifts to fail. Fixed a bug that allowed resources to be consumed from a region even when the work shift failed. Fixed a bug with productivity calculations for building infrastructure. Fixed citizen trading using outdated inventory limits. Battle Events widget now explicitly states the limit of 100 events per side displayed. Fixed state companies still generating Resource Shortage alerts when linked to National Stockpile. Fixed Buy Resources popup displaying wrong currency for prices. Fixed a bug affecting tank/jet consumption. Fixed job offers …
Last reply by Darkmyre,
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