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Product Type Reduction and Service Buildings Messages in this topic - RSS

Doctor Dread
Doctor Dread
Administrator
Posts: 1478


10/23/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
This week we have reduced the number of product types under Farms and Pastures to 5 instead of 10. This was mostly to balance out a problem with overcrowding Farms and Pasture resource locations which may have a high value but are not very numerous across an entire system. In Sol, only Earth has them and even though there are many of them, it isn't enough to even break even with the systems total demand for all the products under even the most ideal maxed out conditions.

The removed products Quantity were merged into the other ones across your military orders, Structure Initial production, and standing product. The ones that were changed and what they were changed to are below:

Mutton -> Lamb
Seafood -> Fish
Exotic Poultry -> Poultry
Excotic Beef -> Beef
Excotic Seafood >- Fish

Rice -> Sugar
Wheat - Fruits
Corn -> Vegetables
Spices -> Tobacco
Coffee -> Cotton

The update on the live game did NOT go smoothly, there was a glitch with cargo on ships that we couldn't sort out quickly enough and we were forced to remove those products that were currently cargo on units. So far everything else looks fine.

Another major change we made this morning was placing the 18 "Service" products under 3 new structures instead of them all being their own building. The new structures are:

Recreation Center
Public Service center
Infrastructure Center

Each one is essentially named after the category they were in and the 6 appropriate services were placed under them. This should make it easier to construct and manage different services in cities. It should be noted that all the service products generally take A combination of "Materials" components as their biggest one making it easy to switch from one product to another.


UPDATE: We forgot to mention that we have also loosened the Demand restrictions in Sol System. Before, it was impossible to sell demand down below 50, because the increase in the natural demand exceeded 1% at 50, and the demand would rise slower and slower as it maxed out naturally to about 150. Now You can Sell down the demand into the floor to a minimum of 10 and the Demand will rise naturally to about 200. The rate at which is the Demand rubber bands back down to 200 or rises up from a very low number is much softer now. Persistent selling or buying of products will have a much more persistent effect is Sol. Outside of sol the mechanics were not changed.

We are planning to finish all the mechanical changes to the game by the end of October so that we can spend all of November adding actual content (our word for Events) to the game. December we're planning to put in payment options and generally just polishing the game without any more changes.

Please report any problems you encounter as this was a bug change that wasn't thoroughly tested!
edited by DrDread on 10/25/2016
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