Category Archives: Blog

Alpha 25 “Colony Score”

After the last release focused on the trading system, this one brings:

  • Terrain tools –  temperature, fertility and height
  • Cragginess of terrain
  • Research budget for expansions
  • New UI for technology licenses
  • New rare resource: Corals
  • AI improvements
  • Colony value
  • High score revolution
  • More (see end of post)

The one big thing of this release is the new stats and highscore system that calculates the colony value based on your population, city area, buildings and more.

Terrain tools –  temperature, fertility and height

cragginess

With the tools shown in the image above you can apply regional modifications to the height, temperature, fertility and pollution of every field.

Cragginess of terrain

High terrain and areas around mountains are more craggy and less fertile. In addition we changed terrain texturing. Areas around fertile fields and desserts become more green or brown due to their actual fertility level.

Research budget for expansions

Research Budget

We tried a messed up science point system and now replaced it with a simple district expansion logic that offers fresh research budgets in an easier way than ever before. You can still get these budgets  from the space trader and it feels good to have these function sorted out of the mission goal system on the lower right of the UI.

New UI for technology licenses

techlicenses

Constantly repeating reward mechanisms, like those for technology licenses, have a new place in the upper left corner of the screen. The company is supporting the growth your colony if you manage to push up your colony value.

New rare resource: Corals

corals

Another precious resource that you can harvest from the depth of the sea. Corals can be harvested for medical substances. This brings us closer to having a great variety of individual resources that are specially made for trade. Corals are the first rare resource that regrows.

AI improvements

ailevel

  • AI now puts more effort into building the cities in a way that allows to expand them as much as possible.
  • AI is building a warehouse and harvests rare resources.
  • AI opponents are building spaceports and sell resources to the space merchants.

Colony value

colony score

Here’s the inconspicuous big move of release 25 because the colony value is an all over indicator for the wealth of your colony.

This colony value now defines how much money you get if sell shares of your colony and how their price is going through the roof in further development. That’s possible because every factor is directly converted into capital ( the official currency in all known space so far. )

It has integrate all mayor factors beginning with the population and the worth of your constructions and their productivity. It also includes the size of occupied land, the quality of life and the count of installed upgrades. And at least it substracts emissions and pollution.

High score revolution

The high score ( now colony score ) is also depending on your reached colony value. But you will only get as much score as you have kept your shares own colony shares. If you sold 50% of them for cheap credit you halved your final score as well…

Still worth noticing that reachable scores skyrocketed with this upgrade and your chance to reach one of the first places is better than ever.

Other stuff

  • Meteorites take longer to drop (50 seconds). In addition lasers are now built 50% faster. Thisway, it should be much easier to deal with the meteorite shower on Lorian.
  • It’s possible to start building directly from the technology menu
  • New Upgrade graphics for park district and financial district
  • Planet generator makes sure there is enough space between volcanoes, huge mountains, temples and natives
  • Fixed screenshot light problems
  • Streets fade in and out while building or destructing

Alpha 24 “Rare Resources & Trade”

This release comes with the following new content, gameplay features and UI improvements:

  • Rare resources: Gold, Ideon & Meteorite Metal
  • Changed Warehouse storage system
  • Merchant lands on Spaceports
  • New user interface for trade
  • Natives sell ideon treasure maps
  • Reworked Joma and Tuto missions
  • More (see end of post)

We are very happy with the feeling of the new trading system. Making additional money to allow for a fast expansion is a real gameplay changer.

In addition to this early access release we will also updated the demo version. The old one still has the state of Alpha 18, so it is about time to update it with the changes of the last half year.

Rare Resources: Gold, Ideon & Meteorite Metal

We have added a new category of resources to the game. Rare resources are not consumed by your people. Instead they can be used for trading and since they are precious you can make a lot of money by selling them.

2016-06-30 Rare

Important: Ideon is now revealed whenever it’s rock field becomes part of your territory. You no longer need to mine rocks to find out if there is some Ideon hidden within.

When your warehouse storage is full, the mining process will be paused which is visualized by a fading icon.

Warehouse

Mining gold or other rare resources requires a warehouse. By default a single warehouse can store up to 2,000 resource units (used to be 1,000) which equals 2 trade packages.

You can also upgrade the warehouse with a storage for goods and other resources. Please note that the these upgrades now have to be researched first.

2016-06-30 Warehouse

Merchant on Spaceport

Instead of landing somewhere on the planet (forcing you to search him) the merchant now lands on the spaceport. As soon as you have built one, you can open it to see when the next merchant will arrive. In addition you can also pay a bonus to the merchant to make sure he doesn’t stop at other planets and comes directly to you.

2016-06-30 Merchant

You can still send up resources on your own by building a spaceship. If you spaceport is blocked by a merchant you can send him away anytime.

Trade User Interface

We have created a new user interface for the trade system. So you no longer need to click through multiple layers in the ring menu to find a resource to buy or sell. The interface gives a complete overview of things you can buy and sell and everything is reachable with a single click.

2016-06-30 TradeUI

The same interface is also used when sacrificing at temples or “negotiating” with natives and Xrathul.

Trading with Natives

As soon as you have negotiated a partnership with a native tribe they start to sell native food to you. With the new release the natives now also sell treasure maps that reveal locations of Ideon. This is useful for the Rounos mission, but also important whenever you need to decide on a good spot for the next city landing capsule.

2016-06-30 IdeonMap

Tuto & Joma Reworked

All the changes describe above need a proper integration and explanation in the game. To assure you understand how to use everything we have modified the Tuto and Joma missions. Especially the latter one is worth playing it again, because there are new goals and things to do.

2016-06-30 Joma

Miscellaneous

  • Credits now properly show the list of our crowdfunding supporters again
  • Increased city tax revenue a bit
  • Competition AI is now capable to make more than 7 victory points
  • New graphics for city protection shield
  • Free play and competition: Other companies land with 15 seconds delay
  • New laser cool-down animation
  • Xrathul harvester ships can now be focused by multiple lasers at the same time
  • New icon for negative growth influence on forest
  • Fixed message panel layout

Alpha 23 “Winter is Coming”

Important: With this release we switch our underlying technology from XNA (DirectX 9) to MonoGame (DirectX 11). We have tested this a lot, but it’s still possible that some of you are having problems. Please send an email to support@imagineearth.info.

This release comes with the following new content, gameplay features and UI improvements:

  • Snow graphics
  • Laser and pulse cannon for frontier tower and buoy station
  • New building: Logistics center
  • Colony shares section in resources user interface
  • Changed research system
  • New bottom (messages) and time UI
  • List of cities and bookmarks
  • MonoGame technology
  • More (see end of post)

Although watching Game of Thrones took some of our precious time we are still very satisfied with the results ;-). The next things on our list are: Improve the trading system and UI, add new resources to the game that are not part of your population’s needs, add more visual life to the planet and more.

2016-06-02 PulseCannon

Laser, Pulse Cannon and Shield for Frontier Tower

There are three things we have done here. First, we have made the laser upgrades available for frontier buildings (tower and buoy). That allows you to defend against meteorites and Xrathul without having to build a research district somewhere outside your cities.

Second, the frontier buildings now also have the shield generator upgrade. It allows you to protect the surrounding fields from tornadoes and volcanic eruptions.

Third, the “Anti-Xrathul Laser” is now called “Pulse Cannon” and received some new visuals as you can see in the following screenshot.

2016-06-02 LogisticsCenter

Logistics Center

The logistics center is a complete new building. It optimizes the production and transport of goods and food. The performance of every neighboring construct producing these resource types is increased.

The center can be equipped with auto repair and remediation upgrades (at the same time). Both upgrades are no longer available for frontier tower and buoy station.

There is a new “Infrastructure” category in the build ring which is also visible in the technology menu.

Snow

The last releases have added things like ground fertility and temperature to the game. A local temperature of under -5°C is now visualized by a decent snow cover on the planet, trees and buildings. This is especially important for farms, because their productivity is much lower in cold regions.

2016-06-02 Snow

Colony Shares

Selling colony shares allows you to increase your capital. In addition you are able to take over cities of other players, by owning 50% of their shares (free play and competition).

This is obviously a very important feature that was not well represented in the user interface. We have added a new slot to the resource bar that gives you quick access to the shares options and shows how much shares you currently own.

2016-06-02 ColonyShares

PS: Note that you have to pay a dividend to the owners of sold shares. If you buy shares from other companies, you get paid a dividend.

Research

We have decided to increase the total number of research points you can earn in the missions. This means tools and upgrades are no longer unlocked in groups of two. This change also gives us more freedom in terms of adding new stuff to the research.

The migration logic should automatically make sure you keep the things you have researched.

2016-06-02 Research

Bottom UI

The user interface at the middle bottom of the screen has received some polishing. All options (previous messages, navigation mode, victory points, statistics and menu) are visible at any time.

2016-06-02 BottomUi

Time UI

Time is now visualized in a way that makes it easier to recognize the numbers. For example “34:06” is 34 space minutes and 06 seconds which is comparable to 5 and a half years on earth (one space second is round about a day).

2016-06-02 TimeUi

TimeSpeedIconsThe speed of time is still controllable in 5 steps ranging from one-quarter speed to four times the speed.

List of Cities and Bookmarks

Last but not least a new “power feature”. You can use the numbers keys to bookmark specific fields and jump to them by clicking the number or the new user interface elements at the top right of the screen.

To create a bookmark simply hover a field with the cursor and press the number key for a few seconds. New built cities are automatically added to your list of bookmarks, but you can also use this feature for quick jumps to an enemy colony, a temple or another interesting region on the planet.

2016-06-02 Bookmarks

MonoGame

2016-06-02 MonoGameWith this release we switch our underlying technology from XNA (DirectX 9) to MonoGame (DirectX 11). This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth. We have tested the MonoGame version a lot, but it’s still possible that some of you are having problems. Please send an email to support@imagineearth.info.

Miscellaneous

  • reduced start money for most missions
  • camera can zoom closer to the terrain
  • price for harvesting forest and rocks is no longer payed upfront, but during the process
  • smaller world icons with less object overlap
  • tree are slowly moving in the win
  • Xrathul ships no longer intersect with the terrain
  • player’s laser cannons no longer attack meteorite that targets electronic employee
  • AI saves money and buys meteorite to attack electronic employee
  • climate levy balancing
  • fixed vanishing oil pests on Lorian
  • optimized visuals in tool ring
  • global warming replaced with player’s emission balance in the stats
  • loads of detail improvements

Take Part in MonoGame Testrun

Hi, as announced with the last alpha release, we are replacing the underlying game framework XNA with MonoGame. This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth (e.g. by using DirectX 11). In addition it enables us to port Imagine Earth to other platforms, though this is not something we plan to do at the moment.

Since technological changes often come with bugs, we need your help to test the new MonoGame version of Imagine Earth.

We have a beta version available for you to test. This will not affect your savegame or anything and you can switch back anytime if you are experiencing problems.

All you need to do is:

  1. open the Imagine Earth properties in Steam, go to the “BETAS” tab
  2. enter the access code “monogametest” and press the “check code” button
  3. finally select the “monogame” beta and accept. Now Steam will load the changed files
  4. Try the game and let us know if it works

2016-05-01 MonoGameBeta

Alpha 22 “Emission Levy”

Another month is over and Alpha 22 is ready for you. In short:

  • Emission levy to balance global pollution
  • New take over rules
  • New preview images in tech menu
  • Harvesting forests and mining rocks earns goods
  • Cold temperatures reduce the harvest of your farms
  • Changed savegame directory structure
  • Porting to MonoGame prepared
  • Bugfixes and balancing …

Emission Levy

The emission levy (as shown in the image above) is a new rule introduced to add some fairness to the aspect of global pollution. Once the climate balance of the planet falls into negative, the companies with high emissions have to pay charges to the companies whose emissions are below the average. A good incentive to reduce emissions.

New Take Over Rules

The last alpha version 21 introduced to possibility to take over opponent cities by buying 50% or more of their taxes. We have collected your feedback and added our own ideas to further refine this.

2016-04-30_TakeOverTower

The value of a colony itself is now much higher to make sure freshly build colonies are worth more than 5-10% shares. Additionally we changed the rules for watchtowers (!):

  • A watchtower that has no connection to a colony center will be lost. This can happen when (A) an opponent takes over a colony or (B) a connecting watchtower is destroyed.
  • Watchtowers that have no owner and are adjacent to your colony can now be taken over by paying some money.

This makes the whole process of taking over opponent colonies a bit more interesting and challenging.

New Preview in Tech Menu

All buildings and their upgrades have received new preview images that are show when hovering them in the tech menu.

previewbildchen

Harvesting Forests & Mining Rocks

With the new version you no longer earn money when harvesting forests. Instead you receive goods every tick until you cancel the harvest process or the forest is uprooted.

2016-04-30 HarvestGoods

This is also the case for rocks. Mining them now also gives you goods that can be used by your population.

Important: Harvesting forests with the chainsaw tool and blasting rocks will give you only a part of the goods and you will need a storage to keep them, because everything is earned at once.

timber for goods

Influences of Temperature

The temperature of a planet field is shown at the bottom left of the screen in the field info panel. Farms and some forest types are affected by cold temperatures. The following screenshots shows an industrial farm that was build on a field with a temperature of -8°C. This extremely reduces the amount of food produced, as shown in the message panel.

2016-04-30 Temperature

Changes to Savegame Directory Structure

We have simplified the directory structure of savegames (left old, right new). When you start the new released version of Imagine Earth everything should be changed automatically. However, it’s always possible that something goes wrong. If savegames are missing please check the directory structure and write a support request to support@imagineearth.info.

2016-04-30 DirStructure

MonoGame Portation

Imagine Earth has been developed using Microsoft XNA – an easy game framework that is no longer in active development. Luckily members of the XNA community started to develop MonoGame which now can be used as an open source replacement. This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth (e.g. by using DirectX 11). In addition it enables us to port Imagine Earth to other platforms, though this is not something we plan to do at the moment.

Long story short: During the last weeks a lot of time went into porting Imagine Earth to MonoGame – especially sounds and music. Since a new technology might also introduce new bugs we will start a public test in the next days. Stay tuned if you are interested in helping us to make sure everything runs smooth.

Alpha 21 “Taking over!”

Here is our Easter release: Alpha 21 “Taking over!” – 10 new features – all in one basket. Please leave a comment to let us know how you like it!

Take over colonies
of other companies

You can now take over your opponent’s cities in free play and competition mode one by one. All you need is 50% of their shares. When taking over a city you give up shares with the same value as the city and you have to pay some additional money. And then… it’s all yours! A new economic way to world domination.

2016-03-24_TakeOver

Bloom & Blur

We added some up to date visual effects, namely bloom and blur to the game. See how beautiful the sunlight is now reflected on ocean water and the shiny metal roofs of your colonies, as well as bonfires, cities lights and crystals are glowing in the dark.

In addition the research, technology and stats screens received a smooth blur effect in the background.

2016-03-23_ImagineEarth01

New Info Panel

Long since there was more to be know about the ground types and fields on “Imagine Earth” than the old info panel could visualize. So here’s the new one with less bars and a fixed window position. Fertility, pollution and temperature are very important factors that now each have their own slot and are readable in a clear way.

With this interface change made we also decided to let the fertility of a field influence the food production. This means the bonus on a fertile field now depends on the exact fertility and the handicap on a desert field depends on how much desert-like the field really is. As a result it’s now much easier to find an acceptable field for a farm – and it feels less like a puzzle game.

info

Multiple Fossils & Ore

With the new Info Panel there are now up to three different fossil resources in one field. We therefor removed the general fossil type because it was confusing. Now every fossil production building (e.g. coal power plant) will only be influenced by it’s corresponding fossil resources (e.g. coal).

Ore is a new fossil type that boost the productivity of mines.

ore

Ideon Bomb & Item menu

The second items in the merchants shop are ideon bombs. As powerful as they are expensive, but finally a way to blast the small mountains out of your way that are hindering the expansion of your colony.

ideon

New Research: Blast

You can now research the blasting of rocks. This helps you to get rid of them much faster. It’s more cost intensive but time is money, isn’t it?

Earn Research Budget
with Science Points

science points

Leveled city districts have a new very important function in the free play and competition game modes. They add to your amount of science points. This amount will unlock new research budget which allows you to unlock the blessings of latest technology achievements for your colonies. In addition you can also get some research budget at the merchant – for a lot of money.

Victory Point Notification

In the competition mode you will now be notified whenever you or a concurrent company earns a victory point.

2016-03-24 VictoryPointNotification

Changed Victory Point Rules

To make sure the “highest …” victory points don’t jump around between the players we added a small change of rules to the victory points for quality of life, productivity and ground pollution:
When a player has received the victory point you need to exceed that player by 5% in order to take the victory point away.

New Communication Interface Graphics

Still needs some fine tuning… but much better than when these guys where just hanging behind the text boxes. If you ask me.

comm

That’s all for today, thanks for reading! Remember: Please leave a comment to let us know how you like it!

Alpha 20 “Victory is Yours”

Hi! Our focus for Alpha 20 was to improve the Free Play and Competition game modes. Here is everything in detail:

New Free Play & Competition Menu

This had to be done once and for all. Here’s the brand new game setup screen that brings all the features for “Free play” and “Competition” together in a consistent and intuitive interface. This setup has everything there is in the game so far and it lets you customize it in your own way. Ready for new content and features…

New Game 4

New Game 2

New Game 3

Victory Point System

So, here’s the first version of a victory point system that shell make competitive game play much more interesting. Why don’t you give it a try and tell us you’re ideas about what might be fun to compete for against Ai opponents…

  • One victory point per 500,000 people.
    Used to be per 250,000 people
  • One victory point for most city centers level 4.
    In case of a tie, all get a point.
  • One victory point for the highest quality of life.
    Counts only from 1 million inhabitants.
  • One victory point for the largest colony of at least 100 fields.
  • One victory point for the best productivity of at least 80%.
    Starts counting from round 500.
  • One victory point for the lowest soil pollution.
    Starts counting from round 1000.
  • One victory point for the owner of most stocks over 100%.
  • Victory points that were purchased from the merchant.

2016-02-26_Rating

Seagrass

Seagrass is a new underwater plant that grows near the coast. It compensates greenhouse emissions without claiming landmass and provides a habitat for fish, increasing the catch of nearby fisheries.

Seagrass also helped us to balance the Rounos mission and make sure it’s a bit easier and less disastrous to deal with Joe’s expansion.

2016-02-26_Seagrass

Streets & Buildings

The streets textures have been updated so finally form a grid that’s really connects the buildings to each other. Almost every construct has now modernized models and textures. Latest renovations are mine, mall, green house, and recycling factory.

newbuildings

Fossil Resources

We changed how fossil power plants are simulated. Their productivity now significantly drop when the fossil resources at their location are depleted and the depletion itself happens faster. How strong this factor is depends on the level of difficulty you choose. When the productivity of a buildings falls under 50% a warning is displayed above it.

fossiles

Wildfire & Tornado Logic Reworked

The balancing of wildfires and tornadoes needed some rework. With global warming rising they became very omnipresent and made it nearly impossible to deal with the situation. Without global warming they didn’t occur at all.

Now we have a new logic: Both wildfires and twisters are now based on multiple factors. In general they will occur approximately every 1000 rounds. This regularity is influenced by the intensity you choose in free play and competition modes, the size of the planet and the state of global warming. Tornadoes mostly start in high temperature regions and near the coast. Wildfires are at risk in high temperature areas with environmental pollution.

Wind Lense Upgrade

The wind park got a new technology upgrade. The wind lens is increasing energy output by creating a low pressure zone behind the turbine blades.

2016-02-26_WindLense

More

  • Ai climate concerns – Ai builds and plants trees at a certain point of climate change.
  • Warning for buildings with under 50% productivity
  • Icon positions over buildings fixed
  • Mountains and other huge structures adjust themselves to the planet shape
  • Menu odds and ends
  • Fixed problems in planet screenshot light settings
  • Warehouse upgrades no longer need to be researched
  • Fixed mixed up audio channels
  • Fixed too small start locations on planet Magni

Alpha 19 – Rules of the Game

Our latest release is focusing on making the free play and competition mode more interesting by pumping many additional options into their setup.

Planet Generator Options

You can now predefine many more things for a new planet you are creating. Especially interesting is the amount of polar ice on your planet and the general height of your terrain. So far the planet generation for the free play was a relatively restricted thing. Now you’ve got all the options from the editor to define what your planet and the starting conditions should be like and what kind of special structures (e.g. volcanoes and temples) you want to find on it. The different themes do now have individual models for small and big mountainss.

sandbox options

Rules of the Game

We also made some game rules customizable for you when starting a new round of free play or competition. With share trading for example comes the possibility to take over your opponents. Define your tech licenses and start budget and there is definitely more to come…

Free Play

Savegames

We reworked the savegame system and added an auto-mode. It will save the game before you build a new colony because this is one of the most important strategic decisions in gameplay. Additionally you are also asked to name your city. Use the option “Auto-chosse colony name” if you don’t want to be asked again.

name your colony

Warehouse Storage

We put an end to irritations about our new storage system for resources. The warehouse is now available from the beginning of the campaign and you don’t have to pay a tech license for it. In addition we reduced it’s storage to a maximum of 1000 for each resource category and the City Center no longer comes with any storage. With the help of the warehouse you will no longer waste overproduced goods or food – instead you can use it for trading. Theses changes should also make the interaction with natives and Xrathul better understandable.

Graphics

solar

As you can see the solar farm has received new graphics. We plan to let these panels adjust themselves to the position of the sun to be more efficient.

Additional Changes

  • Like to the laser radius we added in 18.1 we now also visualize the radius of upgrade like repair station and the shield.
  • New resource field textures
  • Fixed daylight bug
  • Fixed global warming balancing problems
  • Enhanced texts and clarity for missions Tuto, Joma, Lorian and Rounos

Alpha 18.1 – Statistics and New Demo

Here comes a small update to the last alpha release with the following changes:

  • Enhanced resource statistics with more details on produced resources: Production costs, market price, supply and more
  • The radius of lasers is displayed when you hover the building
  • Buying colony shares of AI players will give you a share on their profits, too
  • A lot of small bugfixes – especially for the trade ring

In addition we have updated the demo to reflect all changes of the last alpha releases – especially the new colony shares feature and the new Tuto planet.

Play demo

Resource Statistics

2016-01-08 DetailStats

Ok, this is a part of the interface we have been changing again and again. The new version adds market price, production costs and supply for all your resources.

  • The market price is currently only influenced by buying and selling stuff – this will be changed in a future version to better reflect the different production costs.
  • Production costs are calculated based on the money  your buildings need during production. For food and goods building the consumed energy is also taken into account.
  • Supply is a simple measure of how much of your cities consumption is covered by your production

In addition there is now a bar for every resource that reflects the available storage capacity and stock. If your storage space is bigger than 1000 – which is the default package size for trading – the bar will be separated into chunks.

Note: A city center comes with storage for 500 energy, food and goods each.

Laser Radius

2016-01-07 LaserRadius

A small enhancement that was really necessary – especially for the Lorian mission. When you have a research district with a laser upgrade you will see a radius that shows which fields are covered by the laser. This should make it easier for you to make sure all your buildings are covered.

Colony Shares Profit

2016-01-08 ColonyShares

Alpha 18 introduced the ability to buy shares of other colonies. These shares will now give you a part of the AI players profits.

Thanks for following us and have fun with the new version!

Alpha 18 – Lift Off

Welcome to a new year and to the first brand new Imagine Earth release of 2016 as well. Here are the features that Alpha Release 18 adds to the game.

Liftoff

Building rockets at the Spaceport

The spaceport is a new unit that gives you the ability to construct a spaceship. With this you can  sell 5 packages of resources to intergalactic traders at any time (1000 resource units each package).  This will give you better price conditions than trades with the merchant, but you will have to build a new ship every time which takes time and money.

2015-12-19_SpacePort

New city graphics

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

2015-12-04_Districts

Separate resources can be stored and sold

So far our resource system knew only money and the three resources energy, food and goods. Adding more depth to this aspect of the game is something we have been discussing for months and now the time has come. The simulation of Imagine Earth now distinguishes between the following types of food: Grain, vegetables, salad, water, fish and meat. The same goes for energy and goods.2015-12-11_FoodTypes

Global resource storage

As the storage of resources now differentiates between the different resource types you can buy every type of food – even those you aren’t producing – and meet the needs of your people this way. As the screenshot shows you can also prioritize the storing of a specific resource. This might for example be a resource you want to make sure is available when the demand of your people rises.

2015-12-11_ResourceStorage

Trading goods and resources

The new trading mechanisms for diversified resources are introduced in the space merchant’s shop and the new unit spaceport.  You can store overproduced resource types separately and sell the overproduction for profit. For each resource a market price is calculated based on the amount that was bought and sold during the game. In the future we want to enable you to trade this way with natives and other colonists, too. In addition you can still buy special items like research budgets and landing permits (right part of the screenshot).

2015-12-19_MerchantTrade

New animation system for buildings

We are now able to give the buildings more complex animations and have already started to use this for some buildings, for example the stone quarry. Some buildings like the gas turbine power plant have also been redesigned  by Jens.

Buying colony shares of AI colonies

Last release we gave you the ability to sell your colony shares to refinance your company. Now we expanded that feature of equity trading to your opponent colonies and you can do a hostile takeover if you buy all their shares. This is especially useful to deal with AI players that pose a threat against the climate on your planet. However this feature is still in development and will require some balancing and the addition of things like receiving a profit share from bought colonies.

shares

New planets for Tuto and Joma

These two planets now have twice as many fields and nicer textures. In addition the stone quarry now already becomes available on Tuto and warehouse and merchant are introduced on Joma (instead of Lorian).

BigPlanet

More Changes

  • Restart is now also working for free play and competition on generated planets
  • Polished research menu graphics
  • Changed vegetation of first start planet (Thera)
  • Updated old dialog graphics
  • City center now comes with a storage for 1000 food and goods
  • Balanced neighbor field influences for forestry and quarry
  • Sacrificing at a temple now takes some time
  • Volcano can new be examined again
  • Deleting profiles is working again
  • Fixed diverse Bugs

Now have fun with the latest release and please let us know about any problem your run into… Thx a lot for your attention and have a great year 2016!