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Crime And Punishment

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  • Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
  • Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
  • Much easier to reach 0% squareness.
  • Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.
  • New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
  • Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
  • Normal speed triggers when there is a message
  • Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
  • Onx pastures for cold and temperate climates.
  • Hotkey for getting to the throne/capitol.
  • Status concept. New profile screen.
  • Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
  • Faction visuals. Change faction name and colors while playing.
  • Faction banners. Randomized banners for all faction and a banner editor for the player.
  • Added on "available services" tooltip. How many are used and how many that needs work.
  • Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
  • Remade light engine and prettier fires/candles
  • Recoloured ore
  • Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
  • Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each race has a property on their chance to become criminals. The amount of criminals spawned depends of law and happiness.
  • New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
  • Prison. Employs guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years).
  • Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
  • Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
  • Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
  • Added a width/height restriction to rooms.
  • Made so that the tunnelling bonus actually works. Dondorians tunnel into mountains twice as fast.
  • Rearranged resources categories a bit.
  • Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
  • New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
  • The above also holds true when building rooms with inner walls.
  • Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
  • Returned rock ground under mountains that had disappeared.
  • Moved key settings to in-game menu.
  • Touched up the happiness screen in an effort to make it more understandable.
  • New tech tree with unlockable buildings.
  • Made room construction render above terrain.
  • Decreased snoring sound.
  • Deleting room blueprint no longer removes roads beneath.
  • New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
  • A bit more UI info about service rooms.
  • New trading mechanics for stabler trade and prices.
  • When Krull dies, his son will take up his arms and continue raiding you.
  • optional resources shown as optional on hover when build.
  • Harvest jobs can be placed, but only performed when ripe.