Changes as of 0.8.2
The streets are alive with Citizens! Population Simulation 1.0 is finally here
- Citizens now adhere to a loose schedule every day:
- Commute to work and earn credits during the day
- Wander the streets in the evening
- Sleep at night (except for a few night owls!)
- Citizens will choose their own housing based on Livability factors, including proximity to jobs, pollution sources, Headquarters, and Council/Spaceport
- UI is populated with new details about livability factors for each building. You can see these changes in the build menu under each building’s stats and in their UI selection panels
- Citizens wear different outfits in different colours
- New Citizen animations to bring your city to life (and death, as it turns out)
- The visual crowd density can be controlled via a slider in the Graphics Settings
Manage your newly populated city with the help of the Citizen Management panel
- Located on the top left of the HUD alongside all your other management panels
- Provides information on your living spaces, jobs, their occupancy and availability, as well as the spread between Citizen-related Buildings and Devices
- Lets you know what time of day it is and what your Citizens are currently doing
- Lets you know the general health of your Citizens in a percentage
Have you been looking for a way to spend those credits? Get ready, because your Employees are tired of working for free (and they want backpay! Just kidding)
- Every Employee now requires a 50 credit salary paid out every 24 simulation minutes (once per Titan day)
- If you can’t afford to pay, you won’t be able to convert new Employees, even if you have the Artifacts to do so until you pay out a full salary period
The more you mine…
- Resource nodes now have quality degradation – the longer you mine, the less you’ll gain over time, however they still contain infinite amounts of resources
Updates to UI, overlays, and SFX!
- Timer on the bottom right of the screen can now be toggled to display simulation time passed or Titan time (days passed and current time of day)
- The Jobs list now displays jobs in singular resources, rather than per tile, hopefully giving a more accurate view of how many resources need to move to a construction site or get cleaned up after a salvage
- Smokestacks now have the same sliders that Mines do – you can set your Waste drop-off to be by Employee, by Truck, or by both
- Updated the look of the Energy Overlay, as well as improved its functionality
- A bunch of gorgeous new SFX for devices
A HUGE balance pass! Details below:
- Player starts with 6000 credits instead of 100 credits
- Mining by hand and mining by Mine are now the same speed
- Mining speed for both isotope nodes and mineral nodes doubled
- All building energy requirements doubled
- Waste generation from Citizens is increased from 1 every 10sec to every 120sec
- Reduced credit earning rate by 75% (Citizens earn 1 credit every 18sec)
- Decreased storage capacity 20% for Energy Depot and Fuel Silo
- Amount of migrants per ship increased x4
- Increased Ship Unlock costs by x10
- Increased Building Unlock cost by x5
- Increased costs for many buildings:
- 30 > 32 minerals for Transport Hub, Command Center, Monument, Fuel Fabricator, Air Filter, Energy Plant and Mine
- 20 > 24 minerals for Industrial Fan and Shipyard
- 20 > 32 minerals for Residential building
- 30 > 48 minerals and 2 > 4 isotopes for Office building
- 12 > 16 minerals for Conversion Center
- 3 > 4 minerals for Roads
- 60 > 64 minerals for Defense Turret
- Decreased mineral costs for some buildings:
- 10 > 8 minerals for Storage Facility, Factory, Smokestack, Pylon, Fuel Silo, and Energy Depot
- Decreased cost and build times for some devices:
- 8 > 4 for Habitat Pod, build speed is doubled
- 6 > 2 for Monetization Station, build speed is tripled
- Increased Residential living capacity:
- Unconnected: 16 / 24 / 32 (levels 1/2/3)
- Connected: 34 / 52 / 70
- Increased Office job capacity:
- Unconnected: 32 / 48 / 64
- Connected: 68 / 104 / 140
- Increased waste storage of Conversion Center and Residential:
- Unconnected: 10 / 15 / 20
- Connected: 20 / 30 / 40
- Increased Employee Support for Conversion Center:
- Unconnected: 4 / 6 / 8
- Connected: 9 / 14 / 19
- Energy Plant’s required fuel and energy output increased:
- Unconnected: 12 / 18 / 24 fuel required, but 48 / 72 / 96 energy output
- Connected: 24 / 36 / 48 fuel required, but 108 / 162 / 216 energy output
Fixes as of 0.8.2
- Many, many adjustments and fixes to population simulation
- Made some small optimizations to VFX when game is zoomed out
- Fixed rock destruction not being cancellable
- Fixed wording on Mine slider description
- Fixed dismantling a resource patch while an Employee was mining causing Employee to be stuck mining forever
- Fixed unassigning an Employee from a resource patch during their storage phase causing issues when reassigning an Employee later
- Fixed (hopefully?) the issue causing massive slowdown on Stable version