Ordered or 70 euros and one day waiting time! After I thought about it for half a year. What do like it? What do you say? Good places to go for are
offstimme.com – or voices.com – Where you can post your own project and invite community and put up a budget proposal. fiverr.com – Who have direct price calculation and order option what makes it fast.
Dear Space Colonists, our monthly update of Imagine Earth this time adds a background story frame to the campaign and a new additional vegetation set.
TL;DR
Mushroom Vegetation
Epic background story
Resource Storage
No More Fake AI on Rounos
New Flashy Quest Icons
Other improvements
Mushroom Vegetation
Maybe you where one of those who perceived our planets as a bit too normal and not very alien-like. We had the same feeling for some time and saw chance to try something new in terms of vegetation. The whole set of forests (8 bioms + 1 underwater) is now being replaced on two of the six campaign planets to make their themes more diversified. It also triggered us to do another set of vegetation besides trees and mushrooms. Could be giant ferns or totally alienated, glowing crystal plants. Any ideas?
Epic Background Story
We heard it from time to time and felt the same way. The campaign was lacking a bigger context for the story. We have added this now in the form of cut scenes told in the campaign screen. This links all the missions to a big picture and a real goal that is followed by you and the other companies.
Resource Storage
A minimum of 10% goods will always be put into storage if you prioritize a certain resource. That keeps you from waiting for a resource package you wanted to store when the production value of the resource is low.
No More Fake AI on Rounos
On the Rounos mission we had a scripted enemy which could finally be replaced by our AI. In addition we have polished the mission on planet Rounos. There were serious balancing issues that are hopefully working out much better now.
New Flashy Quest Icons
You can recognize much easier when there are important events somewhere on the planet. Quest icons have pulsing markers around themselves. In addition these quests are arranged in an own line in the bookmark panel. You can jump to these Events simply by pressing TAB.
New Features
New resource warning icons
Achieved goals will be shown and highlighted in cut scenes
AI cares about food & goods diversity
Traders will trade craftable Icons only occasionally
Dear Space Colonists, our monthly update of Imagine Earth this time focuses on improving the visualization of building productivity and quality of life for cities.
TL;DR
Joma Extended & “Healing” for Temples
Fusion Reactor
Fire Station
Money and Tax Balancing
New UI for Details on Productivity and Quality of Life
Other improvements
Joma Extended & “Healing” for Temples
It’s now possible to donate items and resources to other colonies. For now this has only relevance for the missions, but in the near future we will be working on a diplomacy system.
We have extended the Joma mission to make use of this feature with respect to the epidemics and Birons. This gives you the chance to take a decision at one point that will have influence to a later part of the mission.
The cure spell that is now available in temples neutralizes pathogens that can pose a threat to more complex forms of life on site – in other words, you can use it to heal epidemics.
Fusion Reactor
This new building is introduced in the Rounos mission.
The fusion reactor generates thermonuclear energy of nuclear fusion. Lithium is needed as a raw material, which can be extracted from asteroids on most planets. There is only relatively little radioactive waste and the reaction can be aborted safely at any time.
The “divertors” upgrade improves binding of impurities from the plasma and reduce maintenance and disposal costs. The “reactor extension” upgrade expands the reactor so that additional energy can be produced.
This building most likely will need some additional balancing, since it’s the first time a building consumed rare resources.
Fire Station
The fire station is an upgrade for city districts and the logistics center. It ensures that fires in the vicinity are automatically extinguished by a drone. In addition, the probability of forest and building fires is halved.
Money and Tax Balancing
Currently you always have loads of money in the long term. We are trying to improve the balancing of this a bit. In the first step we have increased the start budget and decreased tax income. At the same time we have increased the tax bonus you receive when your people have a high quality of life.
New UI for Details on Productivity and Quality of Life
Over the course of the last years Imagine Earth has become a quite complex game. A part of this complexity is how productivity is influenced by nearby buildings and local factors like ground fertility.
With this update we are introducing a new info panel that is shown when a building is clicked. It sums up the productivity and lists all the influencing factors and their strength. This will make it a lot easier for you to understand what is going on and how to increase the production output of your colony.
The second part of this is how the quality of life in cities is influenced. A high quality of life will give you a tax bonus and a low quality will decrease your income.
Buildings like the park district, health district and campus district increase the quality of life in surrounding districts. Other factors will decrease it. The new info panel lists the details on this, so you always know what’s going on.
Finally the former building info panel in the bottom left of the UI is replaced with a minimal version that shows the building’s / object’s name for the selected field and its production value / remaining resources.
Other improvements
You can open the build ring by right-clicking on any field now
Added explanations for epidemics
Bookmark panel no longer “clicks through”
Research and development panels no longer change the planet zoom level
Visualization for items received during the mission
Changed influence area visualization for cannons, shield, fire stations and more
Dear Space Colonists, our (almost) monthly update of Imagine Earth this time focuses on a remake of the Joma mission that introduces new buildings, items, threats and a new race – the Birons.
TL;DR
Birons on Joma
Trade with other colonies
Warehouse level 2
Epidemics, medicine and health district
Chemical plant
Meteor shower (new threat)
Worker drones
Seed bombs
New AI features and other improvements
Birons on Joma
The Joma mission was last mission from the old days of Imagine Earth. We decided to rework it and add some new goals and story to it, to make it more interesting. All the new features mentioned below are introduced in the mission.
The Birons are a new race that are introduced on Joma and are the first contact with another colony on a planet in the course of the campaign. They build small colonies and are focused on producing resources and items and trade these things.
Trade with other colonies
Other colonies are now ready to trade overproduced resources, harvested rare resources and items with you. They pay less than the merchant would, but are willing to trade any time.
Warehouse level 2
The warehouse can now be upgraded to level 2, after this has been unlocked in the research system. It doubles the storage for rare resources and adds a second harvester drone to the warehouse.
Epidemics, medicine and health district
Epidemics are a new threat that can occur anytime. The probability is increased by local pollution, high temperatures and buildings like the cattle breeding or chemical plant and mushroom forests.
You can cure the epidemic with the new item “Medicine”. It can either be crafted using chemicals and corals or bought from the trader.
The new health district improves the quality of life of the surrounding districts. In addition, the spread of epidemics is prevented and the probability of an outbreak is halved.
It’s medical lab doubles population growth in surrounding districts and the university hospital increases the radius of the health center in which epidemics are prevented, the quality of life is improved and medical laboratory affects population growth.
Chemical plant
The chemical plant produces all the chemicals needed in society. Production is increased by gas deposits as well as neighboring chemical plants. Inconspicuous, for example, for medicine and fertilizer production.
Fiber-reinforced plastic reduces the maintenance cost and risk of an incident by using fiber-reinforced plastic instead of metal. This avoids corrosion. Laboratory optimizes the production process and reduces quality-related production losses.
Meteor shower (new threat)
Meteor showers are a new force of nature. They come down as a burst of 3 to 6 small meteors that cause about 40% damage to normal buildings.
Single meteors can be shot by laser and pulse cannons or stopped by a city center or frontier tower with shield generator.
Worker drones
All basic maintenance and incident works are now done by worker drones. This includes shipping the construction site for a new building, relocating existing buildings, repairing damaged buildings, extinguishing fires and dropping items like explosive device or seed bomb.
To make sure you always have enough worker drones available, the logistics center comes with an additional drone.
Seed bombs
The seed bomb is a new item that grows the optimal forest on any field. This field can be located within or near your colony. The item can be crafted using nitrokirlide and timber.
New AI features and other improvements
New outro soundtrack
Mouse-wheel zoom now also rotates the planet towards a selected field
Research: Frontier tower level 2
Fixed quickload/-save (F4 and F5)
Ocean now starts to rise at 25% global warming (previously at 50%)
Colorize buildings by their type (navigation menu)
New animation for constructed buildings
Improved ideon crystal graphic
AI: Use cannon and shield to defend against Xrathul harvesters
Dear Space Colonists. We have released our monthly update of Imagine Earth. In the next days we will also update the Demo version to the latest state.
TL;DR
Atmospheric scattering shader
Hover cars add some life to cities
More variety for assimilator battles
Reworked and extended mission on Bora
Outro
Temple sacrifice logic changed
Loads of detail improvements
Atmospheric Scattering Shader
This release is foremost a beauty and game atmosphere update.
We have implemented a new atmospheric scattering shader that puts every planet into a unique light color situation.
Hover Cars
Hover cars fly through the skyscraper canyons of your cities and show how full districts are. They bring some visual life into the so far empty city districts and the whole colony environment at all
This is only the beginning – we plan to have cars driving to all of the supply buildings as well.
Bora Mission & Assimilator
It got totally reworked to make the end boss more understandable and assailable. The robotic entity is now attackable not only with astroid strikes but also with gaian fire, volcano eruptions from the temple and bombs as well.
The companions are constantly giving you tips how to attack the assimilators.
In addition we put a lot of work into rounding up the storytelling of the mission. Plus there is now a proper outro sequence thanking you for your great efforts to make it this far 😉
Temple Changes
We also had to redesign how temples work. Spells are now available from the beginning as you have to sacrifice anyway to get the construct loaded with gaian energy.
You can now queue sacrifices and load up to four tons of gifts into it that will slowly be turned into gaia one after the other. This makes spells much more accessible and the temples therefor much more use- and powerful.
More Improvements
Tutorial now points out the hotkeys and control hint panel that you activate by pressing F1
Build shortcuts are working again: Q,W,E,A,D,Y,X,C will directly take you into the several building categories
Fixed overlapping button icons in sandbox mode
Stoniness will no longer be seen in the navigation view options as it is a thing that is changing the landscape only visually and indirectly influences the fertility of a field.
Corals and seegras will no longer burn.
You can again save your self-made planets from the sandbox mode.
No more sounds looping when game is minimized
Merchant was given more importance by letting him sell landing permits and development licenses exclusively
Midras: Item and resource availability and food demand have been optimized in their visualization.
Illuminati now sell gaian containers
Claiming land costs less next to towers
Cannons on frontier towers will no longer shoot each other
Fixed AI behavior in case of climate change
Smart styled mailing list form: http://eepurl.com/3w7iH
Mission, info and housing icons reworked
Fixed company score calculation
Fishing boats float on the surface of the ocean again
Editor: special field types can be overwritten again
We wrapped up the most important changes of release 33 and 34 in a devlog clip on Youtube again.
TL;DR
Electronic Employee is now called Assimilator and comes with a floating drone
Laser und Pulse Cannon can now both be used against asteroids, Xrathul harvesters and Assimilator drones
Ideon Bomb and Explosive Device can be used in new ways – even against the Assimilator
Blow up mountains to get more rare resources
New campaign bonus mission on ice planet Iqunox
Wake up sleeping volcanoes with ideon bombs
Added second main objective to Tuto mission
Electronics Factory
Assimilator Drone
This first point is partly a spoiler. So jump right over it, if you haven’t played the Bora mission yet.
As you know the Bora mission introduces a threat that is kind of an end boss for the campaign. This “Assimilator” (previously “Electronic Employee”) spreads its cables from field to field to reach your City Center in order to assimilate it.
The assimilator now comes with a floating drone monstrosity that increases it’s territory field by field. You can use frontier towers with laser or pulse cannons to defend against it.
Be careful though – the assimilator drone will fight back with a small laser cannon and thus might destroy your defense. And your cannons will only allow you to stop the assimilator from expanding. Meanwhile costing money and your precious attention.
There are several ways to get rid of it. Use asteroid strikes or volcano eruptions. Or expand your territory and apply explosive devices or an ideon bomb.
Laser and Pulse Cannon
The laser and pulse cannon now attack all enemies and dangers that approach you. We have change the values for fire and reload duration and damage and defined how each cannon interacts with the different targets.
E.g. the laser will do triple damage to asteroids and thus destroy it with one shot – just because it is optimized for this purpose.
Towers no longer take fire when being damaged and health is over 25%. You can repair them and they go on shooting.
Ideon Bomb and Explosive Device
We have put some work into improving our blasting items. Both are now dropped by one of the drones starting from the City Center.
The Explosive Device allows the immediate blasting of mountains, rocks, buildings and ruins in your area and on all fields directly adjacent to it – the later one is especially helpful to defend yourself against Assimilator.
The Ideon Bomb has multiple times the effect of an explosive device on an area of four fields. It also disintegrates big mountains and wakes up sleeping volcanoes.
Blasting single field and big mountains will leave the fields with rocks that may contain the rare resources gold and titanium.
Ice Planet Iqunox & Sleeping Volcanoes
We have added the third bonus mission to our campaign.
Since the outbreak of the pan-galactic plaque in this sector of the Udoxia Galaxy the demand for an antidote has skyrocketed.
On planet Iqunox which was known only for its cold and miserable living conditions, giant coral deposits have been discovered.
You will be one of three contractors who are send to extract the coral antidote for the U.S.U.
Sleeping volcanoes are spread all over the planet. You can use Ideon bombs to wake them up and increase the temperate on surrounding fields a few degrees – enough to get rid of the snow and grow food more effectively.
The Iqunox mission also adds the “Emission balance” as a new victory point type: It starts tracking from 20:00 onward. The leader needs to surpass others by at least 40.
Rare Resource Goal on Tuto
Planetary colonization is foremost about making a backup of humanity and populating new worlds. But there is another important goal: Exploiting resources!
To reflect this point we have added a second main objective to the first mission on planet Tuto. It introduces all the recently added gameplay mechanisms for rare resource harvesting, item crafting and blasting mountains.
Electronics Factory
The Electronics Factory replaces the existing Mall. It produces complex electronics and needs trained staff. For that reason it is more efficient next to city parts and research districts. It features “Chemical Filters” and “Entertainment Devices” as upgrades.
The Factory has been renamed to Machine Factory to make it easier distinguishable.
Other
Fixed a hovering problem of the bookmark panel
Storage upgrades for warehouse have been removed from the research system
Removed asteroid explosion graphic bugs on start of freeplay and competition matches
Show asteroids in bookmark panel (top right of the screen)
Midras and natives now trade with gold instead of money.
Land claiming and tower claim visualizations have been optimized.
Day & night lighting improved.
Fixed a lot of small problems and balancing stuff in the Tuto, Magni and Bora missions
Sea Farms
Building of the month is the new construct called sea farm. It can be build on coast fields and sea fields adjacent to land (called “near-shore”). It works as port logistics for offshore fishing boats and the building can also breed shellfish to intensify food production for higher pollution values. The smokehouse upgrades makes its food production more durable, but comes with higher running costs.
Harvest Drones
Little drones that fly around and actually harvest the stuff you ordered to crop or gather. They are stationed on the warehouse and limit the number of crop actions that you can make. But most of all they are pretty good looking and the AI uses them too.
Reset Research
You can now reset your research decisions and strategy in the campaign screen.
New Official Trailer
The Trailer was reworked to show some more actual footage from the game. It has grown old as i had no time to change the video material for nearly two years. Really ;D Check it out here.
New Construction Site
The construction site model is more advanced now. In the next version we want to add individual build and landing animations, also for space ships to make everything a bit more cinematic…
Tower Range Visualization Changed
From now on if you construct, deconstruct or relocate towers you see a red visualization for the land you loose and blue marks on the field you claim. Expensive Upgrades will be relocated as well.
Planet Day & Night Lighting
The Planet was always too dark and contrast less on the night side. With the new moon light night shifts now have become much easier.
Gold Trading
Some NPCs like Natives & Midras will no longer trade for the universal currency of the galaxy. They stick to the gold standard and you can buy gold from merchants or dig it out yourself. These guys will also pay you for certain resources they’re interested in with gold, so you can gather exchange values this way as well.
Special Upgrade Items in the Shop
Laser, Pulse & Shield Upgrades Items can now be bought from traders. This is especially helpful in the Lorian and Magni missions. So if you do not research you can still defend yourself against alien threats and stuff.
Land Claims Repriced
This tool just got more cost intensive as well. It’s price depends on the distance to the outer radius of your city center. This means the price gets higher the farer away you claim land from your city.
Mission Improvements
Excessive bugfixes and roundups for the missions on Tuto, Magni and Bora.
Other stuff
Bookmark panel shows twisters and Xrathul harvesters
Several editor fixes
Improved animation quality for drones
Fixed game-speed dependent particle generation
Improved city level up animation
Reduced forest’s sensitivity to temperature and fertility
Renamed meteoroid to asteroid to better reflect size relations and impact
Cursor shows progress ring when tooltips are coming up
Welcome to the hyperspace! We are starting to extend the campaign with bonus planets you can access using a hyperspace gate. This gate is being build by Moax the tech trader, who will be able to complete his construction if you find and deliver him enough ideon crystals during the campaign missions.
Udoxia Galaxy
The gate leads into a new galaxy that contains new planets and missions.
Edora
Edora is the first planet in the Udoxia Galaxy. A small planet with giant icebergs at its polar caps. The low valleys of this planet will be flooded immediately by the melt of global warming.
The planet offers a predefined expansion competition against two opposing fractions. This world is also the experimental test ground to establish and improve AI battles in the game. Please give your feed back on how we could improve the interaction with other factions.
Having predefined competitions with a general comparable highscore might be the main concept of the missions in this galaxy. It adds playable content and challenging competition with some additional extra goals to master. This reduces the necessity of story filled scripted missions that need endless balancing.
New alien race: Minas
This short-lived race of typhers and diggers builds giants machines to rummage through entire solar systems searching for rare earths and noble metals. Even though they totally ignore money they are valuable trading partners. They produce rare items and exchange them for raw materials. You will meet these dudes for the first time in a reworked Lorian mission… and they will occur eventually on all following planets.
New terrain texturing algorithm
We have put some additional work into our terrain texturing algorithm to make sure the characteristics of each field are visualized in a clear way. This includes the fertility, temperature and rockiness. In addition fields that might be flooded by rising sea levels have a more sandy or stony look. The transition from one characteristic to another used to be quite blurred. The new shader uses material based alpha blending to enhance this. For example you will see little green spots on terrain, when it becomes more fertile.
Brush sizes
Choose four different brush sizes when drawing height, fertility, temperature, rockiness, forests and bioms.
Editing local temperature is now clamped between +/-20°C
Forest brush
The brandnew “Forest brush” places forests that match the local field types and ground conditions. That’s good, because the plants need certain climate conditions to prosper and grow.
Improved forests
The updated use of transparency for deciduous and acacia forests, mushrooms and palm trees shows a great way to revolutionize the overall look of Imagine Earth’s flora.
Titanite
Deposits of this new rare metalic resource can be found primarily in the dryland biom which are infertile areas with medium temperature. Titanite is so far just costly and exchangable with bombs at the Minas store.
Campaign translation possible
For those in our community who are interested in translating the game. It is finally possible to do translation of the mission scripts as well. Now it is possible to translate every single written word in Imagine Earth. All details are explained in the community translations section of the forums.
New item: Rocket kit
As rockets are now at the end of the research chain. Luckily you can buy rocket building sets from our latest alien race, the Minas.
Construction drones
We have implemented flying construction drones. They lift off and land in a new hangar at the city center tower. It’s an early version but its already fun to see them being busy to set up new constructs. Future implementations might include harvester drones for resources that start and land on warehouses or automated repair drones on the repair units. Currently the city center has one drone per city level.
Other stuff
Traders leave when spaceport is destroyed
Terrain height is visualized with height lines
Fixed “no sound” problem
Improved “white screen on startup” problem
Big Illuminati temples are no longer destroyable
Activating the shield on Bora needs a single completely loaded big Illuminati temple
Free Play: Renamed threats to events and added the miner, tech trader and merchant
Improved “earth over” messages
Meteorite metal is now called crytanite
Display status timer ring for crashing meteorites
PS: Thanks to all of you who voted us in the indie of the year competition. We made it into the overall top 100 and the top 4 of futuristic sims – next to Space Engineers, Empyrion and RimWorld!
9 different biome types to classify different areas on each planet
Planet texturing based on biomes
Planet generator based on biomes
Biome editor in sandbox mode
New forest type Acacia
New food producing building Cultivation Unit
First version of Spanish community translation
Balancing of forests and buildings
Biomes
This is a fundamental new (and really awesome) gameplay element. Biomes classify the average temperature and fertility of a small planet area. Each comes with an individual type of forest and graphics for the ground, rocks and mountains.
Summed up: It’s much easier to just see how well a certain area on the planet fits the needs of your colony. Here is a short description of all 9 biomes:
Rainforest: Hot and very fertile area where palm trees grow.
Savanna: Hot area of medium fertility where acacia grow.
Desert: Hot and barren area where cacti grow.
Subtrope: Fertile area where thick bamboo forests grow.
Temperate zone: Area with moderate fertility and temperatures, in which a lot of deciduous forest grows.
Drylands: Infertile area in the medium temperature range.
Mires: Cold but fertile area in which mushroom forest grows.
Taiga: Cold area of medium fertility with a lot of coniferous forest.
Mountain: Cold area of high elevation, which is mostly barren. Thinly populated with coniferous forest.
In addition Illuminati temples and camps are placed in the hot biomes rainforest, savanna and desert. Other temples and native camps are used in the moderate temperature areas of the subtrope biome, temperate zone and drylands.
Since this is a completely new game element we still have to figure out a few details. Please let us know what you think about the biomes!
Biome based planet generator
Those biomes are perfect to generate different types of planets.
As shown above the planet generator now allows you to define the biome distribution on the planet.
Each planet themes also come with a predefined configuration. E.g. Bora is a very fertile planet that mainly comes with the fertile biomes Rainforest, Subtrope and Mires, but also some areas of Savanna, Temperate zone and Taiga.
Biome sandbox editor
In the sandbox editor you can use the biomes to paint the planet with regions of different temperature, fertility, fossils, forests, rocks, rare resources and temples.
Cultivation Unit
This new building is made available in the Joma mission. It breeds and harvests crops that thrive in symbiosis with the local flora. Therefore, each adjacent forest piece increases the yield of berries and herbs.
The upgrade “bio lab” reduces the costs of the cultivation program by genetic adaptation of the seedlings to local conditions.
The upgrade “external herb beds” enables the cultivation of valuable herbs and grasses on areas that can not be used for other plants.
Acacia
A new type of forest that is very robust against drought and mainly spread in the savanna biome.
Community Translation
Alpha 28 comes with the first version of a Spanish translation that has been written by Purple Sister. THANKS A LOT! In addition a french translation is in progress.
We have updated the Imagine Earth fonts with a few new letters (for czech). In addition the many UI elements now automatically make sure the text fits into the available space.
The next big step here for us is to make missions translatable.
Balancing
Frontier tower is now available starting with the Joma mission
Relocation tool now also relocated upgrades
Explosive device now completely blasts rocks (instead of only 50%)
Forest growth calculation has been updated based on the new biomes
Mine produces more at lower cost
Recycling factory produces more goods
Sorting system no longer causes increased ground pollution
Fishing port upgrades require less energy and money
Cattle farm needs less energy and money
Waterworks has greater dependence on fertility
Special thanks to Justice for writing a very detailed balancing feedback on this!
Other stuff
Completely pause the game
New ideon goal in Joma mission (5th bonus goal)
Pulse cannon is available for defense against first Xrathul wave on Magni
Orientation of particle effects for better engine exhaust graphics
New animation for fishing port graphics
New colorization and icons for rare resources
Big Illuminati temple has now up to 8 gaian power slots
Graphics setting “Shader quality” allows disabling normals maps for more performance
New neutral smiley icon when when city is unpopulated
Number of available items sold be the tech trader is now shown as bars
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:
open the Imagine Earth properties in Steam, go to the “BETAS” tab
enter the access code “monogametest” and press the “check code” button
finally select the “monogame” beta and accept. Now Steam will load the changed files