All posts by martin

Alpha 17 – Colony Shares

It’s release time again and this one really brings a lot of changes. For example we have added new city and shadow graphics, it’s now possible to sell colony shares and the growth of forests depends on local temperature and fertility. Since most gameplay changes aren’t very obvious in the game you can read all the details here.

Colony Shares

This one is a very important change to the gameplay. Until now there is nothing you can do when your colony is out of money, except harvesting some forests. The money balancing was kind of bad, because we had to make sure a small colony generates enough taxes  to fund it’s further expansion. Scaled to a big colony you always had more taxes than you could ever spend.

2015-11-12_ColonyShares

With the new release you are now able to sell colony shares. This is a great way to make some money whenever you need it. The worth of each share depends on the size of your colony. The disadvantage of this is that you will have to pay more money when you repurchase it at a later point of time. As the screenshot shows your buyers also demand and dividend so you have to distribute a fraction of your profit (when all shares are sold its 25% of your profit on normal difficulty).

New City Graphics

Jens did a rework of the city graphics. The new cities match the the futuristic style you would expect from a civilization that colonizes space.

Neue Häuser und Städte

In addition they have been pimped with specular reflections on all the window faces. This gives your colony a complete new look, especially with the night lights that now are colorized in each player’s color.

Shadows

2015-10-23_Shadows

The shadows really needed a filtering to make them less pixellated. For the technically interested: We are now using percentage closer filtering with 6 or 12 Poisson distributed and randomly rotated samples.

Production Statistics

We have added more details to the production statistics.

2015-11-12_ProductionStats

When you hover a specific building type in the resource stats you can easily find out how much productivity is lost by things like pollution or negative influences by neighboring buildings. The example screenshot shows the stats for all fisheries. The last row is the amount of money the production of 100 fish costs.

Fertility and Temperature

Fertility and temperature are two very important values for the local climate of a field.

2015-11-12_Fertility

As the screenshot shows these values can be visualized for the whole planet in the navigation view. Note the two red lines of unfertile area close to the equator. This happens on earth-like planets because most air with high humidity is being pulled towards the equator by the rising of hot air there.

Forests

Based on fertility and temperature each type of forest now has areas where it grows best.

2015-10-31_Forests

In addition all forests will become more dense when surrounded by other forests. The only exception to this are cacti. All other individual differences are explained in FReport #27.

New Sandbox Feature

2015-10-23_FieldEditor

The sandbox editor  now comes with add and remove buttons for every ground, deco and building type. As shown in the screenshot below you can select the wanted ground type and use the plus button to assign it to another random field. This makes it very easy to distribute fossils, gold, forests and other stuff.

Multi-Build

Last but not lease you can now drag a building from the build ring to attach it to the mouse cursor and place it multiple times. Alternatively you can keep the shift key pressed. Both features also work for tools and allow for mass repair or remediation.

2015-11-12_MultiBuild

Summed up we are very happy with the new release and now it’s time to take a break for some days. We hope you like the new features, too and would really like to hear your feedback. Some of the new features (like multi-build) go back to feedback from other players, so you can be sure we will read what you have to say.

FReport #27 – Forests

One of the things we are currently working on is giving the different types of forest individual simulation values and additional pros and cons. This is what we have come up with and will be part of the next release.

You have a great idea on what else could make each type of forest individual? Let us know!

In general forest are the best way to deal with climate and environment pollution (aside from not polluting at all). In addition you can cut them down to make some money and buildings like the forestry obviously need forests around them. The amount of money you receive is calculated by the size of the forest and the type of wood. In this respect, deciduous and coniferous forests are best. Bamboo is great too, because it grows fast.

2015-10-30_Palms

The other important difference is the maximum growth of each forest that depends on where you plant them. Aside from cacti, all forest will become more dense when surrounded by other forests. The other individual differences are explained in the following:

2015-10-30 ForestDeciduousDeciduous forest is the one on Tuto. It grows rather slowly and best on normal and fertile soil. It becomes more dense when surrounded by other forests. Deciduous forest reduces air pollution significantly and improves soil quality.
[climate +15, environment +8]

2015-10-30 ForestFirConiferous forest is introduced on Joma. Grows best on high ground and becomes much more dense when surrounded by other forests. Coniferous forest reduces air pollution and improves soil quality considerably.
[climate +10, environment +15]

2015-10-30 ForestMushroomMushroom forest (yes, really) is introduced on Lorian. It grows best on normal and on fertile ground. It special “ability” is that nuclear contaminated areas recover much faster with mushroom forest on them.
[climate +12, environment +12]

2015-10-30 ForestBambooBamboo is introduced on Rounds and is growing very fast. Like most types of forest it becomes more dense when surrounded by other forests.
[climate +8, environment +8]

2015-10-30 ForestCactusCacti are introduced on Magni. They grow best in deserts and improve soil quality.
[climate +3, environment +6]

2015-10-30 ForestPalmPalms finally are introduced on Bora. Together with cacti they are the only plants that grow in deserts, but aside from this they are like “normal” forest with a low density.
[climate +8, environment +4]

FReport #26 – Light and Shadow

Colorized Building Lights

The night lights of building now are colorized in each player’s color. Together with the border line every colony can now easily be associated with it’s owner. The cover picture shows an example of the result.

Smooth Shadows

The shadows really needed a filtering to become more smooth. Dealing with graphic stuff like this always takes a lot of time to make the result really nice. We hope you like it!

2015-10-23_Shadows

New Sandbox Feature

The sandbox editor  now comes with add and remove buttons for every ground, deco and building type. As shown in the screenshot below you can select the wanted ground type and use the plus button to assign it to another random field. This makes it very easy to distribute fossils, gold, forests and other stuff.

2015-10-23_FieldEditor

Bugfix Release Alpha 16.1

  • Fixed a serious bug that lead to a game crash in the highscore list
  • Fixed a bug that didn’t correctly initialize a missing steam client on startup
  • Added achievements “Magni” and “Scientist”

Alpha 16 – Magni

Imagine Earth Alpha 16 extends the campaign with a new mission on a planet called Magni. It adds Xrathul harvesters, the shield generator upgrade and the construction material factory to the gameplay and as always we have picked a few UI and gameplay aspects and reworked them.

Magni

The mission is added in between Rounos and Bora and continues the story after Lima and Twostone’s decision to form their own company. To make some money you will start your mission as a freelancer for the interstellar environment agency of the United Space Union (USU). The main unique element of this mission are the harvester ships sent by a race called Xrathul.

Xrathul Harvester

2015-09-26_HarvesterRounos

Adding these guys to the game was a LOT more work than we expected it to be. They come with a simple logic that makes them harvest the planet from field to field in the direction of special targets like gold and city centers. You can “feed” them with energy, food and goods to make them go away or use a special defense laser.

Shield Generator

The shield generator is an upgrade that can only be added to a capital city (a city center level 4). It protects the city center from being damaged by twisters, volcanoes and … Xrathul harvesters. Note that this doesn’t protect the surrounding buildings and needs a lot of energy.

2015-10-09_ShieldGenerator

Construction Material Factory

This new goods factory produces building materials from different layers of rock and metals in the soil. Additional building materials can be obtained in regions with rocks. They increase the productivity of the plant and are slowly degraded. It can be upgraded with the energy intensive recycling of materials and cement processing that increases the production.

2015-10-02_MaterialFactory2

Technology and Stats reworked

The technology (used to be called “development”) panel and the stats screen received a slight redesign to better match the more futuristic style of the user interface.

In addition upgrades no longer have to be developed. This means a researched upgrade can always be applied to your existing buildings with having to buy a technology license for it.

2015-10-02_Stats

New City Borders

Currently the borders are standing upright like laser walls. Because of this it’s sometimes hard to see them looking top-down. We reworked them and put them onto the planet. Now they are much easier to see and better looking:

2015-09-19_NewBorders

We hope you have a lot of fun with the new version!

Jens & Martin

FReport #25

Here are some of the things we have been working on since last Friday.

Construction material factory

This new goods factory produces building materials from different layers of rock and metals in the soil. Additional building materials can be obtained in regions with rocks. They increase the productivity of the plant and are slowly degraded. It can be upgraded with the energy intensive recycling of materials and cement processing that increases the production.

2015-10-02_MaterialFactory2

Negotiations and Trading

To connect and trade with Natives and Illuminati you have to negotiate first. We changed how this works: Now you need to produce and store goods that are offered as a present when starting negotiations. In addition the success of this depends on the mood of the natives so you should make sure there is some forest left and don’t surround them with too many of your buildings.

2015-10-02_NativeTrade

New Stats Graphics

And finally a polishing update: Jens created a set of new graphics for the stats menu to make sure it fits the new UI style of Imagine Earth.

2015-10-02_Stats

See you next week!

 

FReport #24 – Spoiler on Magni

With the release of Alpha 16 coming nearer we would like to give you a short info on what to expect from it content- and story-wise.

Magni

As you probably have already realized the new campaign planet will be called Magni. It will be added in between Rounos and Bora and continues the story after Lima and Twostone’s decision to form their own company. This is obviously a difficult task and to make some money you will start your next mission as a freelancer for the IEA (interstellar environment agency).

The Xrathul

2015-09-26_HarvesterRounos

The Xrathul are a locust like race that use ships called Harvester to harvest resource from planets. They slowly float from field to field grabbing and destroying what they find on their way. A part of your mission on Magni will be to protect yourself and others from them.

More on this next week with the release of Alpha 16. Releasing it only 3 weeks after Alpha 15 brings us back to the schedule of releasing new content at the beginning of each month 🙂

 

FReport #23

The image above shows a Harvester. They are built and sent by a race called Locust. They harvest planetary resources like forest, gold and also cities. More on this next week.

No Upgrade Development

The new research system is much more focused on single tools and upgrades. Because of this it feels like doing the same thing twice over to still have to develop them. So we decided to have a try with a small change: The number of development licenses you receive during the missions will be reduced and you will only have to license buildings with them. If an upgrade of a licensed building is researched you can immediately use it.

In addition the development user interface received a little makeover:

2015-09-19_NewDevelopment

Borders Reworked

Currently the borders are standing upright like laser walls. Because of this it’s sometimes hard to see them looking top-down. We reworked them and put them onto the planet. Now they are much easier to see and better looking:

2015-09-19_NewBorders

Alpha 15 – Research

This Alpha release is a compromise. We really wanted to publish the new mission on Magni and already postponed the release one week. But we still didn’t manage to finish it.

Nevertheless we felt that it’s time to release all the other stuff we have added – the new research system, the field navigation and a lot of small enhancements. We will publish the next release as soon as Magni is ready. This will be the case in two to three weeks.

Magni (without mission)

2015-09-10_MagniFree

The mission is not finished yet, but the planet itself is. So we made it available through the competition and free play modes. You need to finish the Bora mission to unlock it, though.

Research

2015-09-10_Research

The new research system is grouped in 12 categories like infrastructure, agro technology and physics. Within these categories you can research 3-4 chunks that each cost a single fund. Some chunks only consist of researching a new tool (like mining) other chunks research technology that allow you to develop new upgrades for your buildings.

Important: Whenever you load an old savegame you will have to reselect the research. To make this a bit faster you can keep the mouse button pressed when clicking a chunk and release it on the okay button.

Field Navigation

2015-09-10_Navigation

The navigation mode now comes with a tool to highlight different field types. Enter the navigation mode by selecting the compass icon on the bottom center or by pressing the space key. On the left site you can now select the different categories you now from the sandbox build ring. Choose a ground type or building type to highlight the according fields on the planet. In addition the total number of fields will be displayed.

Mouse Cursor

2015-09-10 Cursor
Imagine Earth now uses a hardware cursor. This is a small enhancement, but it finally ends the feeling of the game being really slow at times.

That’s it. Have fun and let us know how you like the new research. And stay tuned for Alpha 16 at the end of this month.

FReport 21 – Research

Is everybody ready for the next friday report?! This week we focused on the new research system.

The first version is shown in the picture above. The whole research is now grouped in currently 11 categories like extraction, city building and agriculture. Within these categories you can research between 2 and 4 chunks that each cost a single research fund. Some chunks only consist of researching a new tool (like mining) other chunks research a set of 2 or 3 upgrades.

We still have to put some work into this to make sure it works well with the existing missions and also with new content.

And next week we have to talk about theses guys who You will meet on the next campaign planet we are also currently working on…

harvesters2

FReport #20 – Extended Navigation Mode

The header image shows the new extended navigation mode. Currently it’s quite difficult to get an overview of available resource fields, gold depots and special buildings like temples or native tribes.

To use it you enter the navigation mode (by zooming out, pressing space or by clicking the compass icon). The new panel on the left allows the selection of a ground type, an environment object, a special building or any other building. The selected type will be highlighted on the planet with a light turquoise. You can also leave the navigation mode to have a closer look.

2015-08-14_NavFossil

The feature described above is currently not available in the game and will be part of alpha 15 coming in early September.