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Industrial factory building game gets big upgrade and new map editor

If you're a fan of base-building and management games like Satisfactory and Factorio that let you create mammoth automated networks of conveyor belts, pipes, and vehicles to run a mining and manufacturing network, Captain of Industry is one you'll want to be keeping an eye on. Since its launch via Steam Early Access in May 2022, the sandbox game has racked up a 94% positive user rating, with its most recent reviews trending even higher, and developer MaFi Games just launched a major update alongside a nice Steam sale discount.


Read the rest of the story...

Patch notes for v0.6.0a

* Updated easy and medium starting locations on some maps to include even more space for trading/cargo docks near coast (only available for new games).
* Armageddon start 2# now has starting crude oil closer (only available for new games).
* Map editor now properly validates all starting locations on publish, even if they were invalidated after their placement.
* Fixed rare cases of fixed-point numbers overflowing and divisions by zero.
* Fixed rare exception on confirm button click.

Update 2 is out!

Hi everyone, we are super excited to announce that Update 2 is here! Captain Zuff has prepared a wonderful trailer to walk you through all the new fancy features, so don’t forget to check it out. You can also find the full changelog at the bottom.

[previewyoutube][/previewyoutube]
[h2]COI Hub is out![/h2]
Our community hub is up and running at hub.coigame.com. Besides blueprints, you can also grab some of the new maps made by the community or upload your own! We can’t wait to see your creations!



[h2]Key highlights from Update 2[/h2]
  • Extra 30 minutes of new music!
  • Map editor
  • New map Armageddon, all existing maps were revamped and improved
  • Hydrogen vehicles
  • Conveyor lifts
  • Stackable balancers
  • Custom surfaces & decals
  • Improved difficulties and their runtime changes
  • Loans
  • Optional ores sorting
  • Improved logistics
  • Pipes and tank trucks coloring based on contents
  • Product icons for fluid storage
  • New models for assemblers and they now also show what they produce
  • Improved GFX: Clouds shadows on terrain, improved particles for machines, new particles on terrain
  • Added 4 new types of trees and 16 bushes
  • COI Hub: Community portal for sharing COI content such as blueprints or maps

[h2]Armageddon[/h2]
To celebrate the brand new map editor, we’ve created a new map called Armageddon that showcases what can be done! With four starting locations, each offering a different difficulty level, this map caters to both new players looking for a manageable challenge and seasoned veterans seeking a test of their factory-building skills.

The new Armageddon map

Did you notice the truck and excavator down there?

This is the hardest starting location. Can you survive?


We wish you exciting new chapters in Captain of Industry!
Marek & Filip


[h2]Full patch notes[/h2]
Compatibility
* Save files from Update 1 are fully compatible and all new features are available in legacy saves.
* In order to enjoy updated maps and improved terrain generation, you need to start a new game.

Music
* Added 8 new tracks to the soundtrack, totaling 34 minutes of unique game music to enjoy.

Map editor and terrain generation
* Fully-featured map editor that allows editing maps as a set of manually-configured procedurally-generated features.
* Map editor offers a wide range of configurability from simple shape control and parameters configuration, to changing how 2D noise functions are chained together to generate terrain features.
* New map representation that ensures maps are maximally forward-compatible and future-proof.
* Increased maximum map size to 17M tiles, 4x larger than the largest map so far.
* New maps may contain more than one starting location.
* Improved map generation pipeline to allow parallelization of all generation stages, decreasing game load times.
* New hydraulic erosion simulation that makes the terrain (especially mountains and cliffs) look more realistic.
* Procedurally-generated features such as mountain ranges are now configurable as polygons, not only as lines.

Maps
* All existing maps were recreated and improved, all containing new starting locations for fresh playthroughs.
* Added new map called Armageddon - a largest map in the game with 4 starting locations, each offering a different difficulty level.

Community Hub
* Created and launched a community hub for sharing blueprints, maps, and mods: https://hub.coigame.com/
* Hub offers better integration with the game (compared to other third-party services) such as validating blueprint strings, or showing contents of uploaded maps.

Custom surfaces & decals
* It is now possible to manually place surfaces such as concrete on the ground.
* There are 10 surfaces available: 2 concrete kinds, 4 metal kinds, 2 sandstone kinds, bricks, and cobblestone
* Exclusive gold floor is available in the Supporters Edition (thanks for everyone's generous support!).
* All surfaces now have curbs at their boundary.
* All surfaces can be painted with decals such as lines, stripes, arrows, numbers, and other decorative elements. There are over 70 different decals to choose from available in 8 colors.
* Decals can also be copy-pasted or saved into blueprints
* Vehicles driving on custom surfaces have reduced maintenance.

Improved difficulties settings
* Game difficulty setup in the new game flow is now split into two parts: difficulties and mechanics.
* Difficulties adjust factors like production, yields, and resource availability.
* Mechanics alter gameplay in more significant ways, e.g. whether vehicles should keep driving slowly without fuel or stop.
* It is now possible to configure the game settings to eliminate death spirals, making the game more approachable for casual players, or to make it even more challenging for veterans.
* All game difficulty settings can be now changed during the game, however, any change will be recorded in a log and a cooldown period prevents changing the same settings too often.
* There are now more than 30 individual game difficulty settings available.
- New option to disable death by starvation, starving people will not work though.
- New option to keep vehicles running slowly without fuel.
- New option to keep ships running on unity when no fuel is available.
- New option to keep machines working for some time without electricity or computing.
- New option to keep machines working slowly when broken down due to low maintenance.
- New option to stop conveyor belts from working when low on power.
- New option to keep water pumps working when no water with reduced throughput.
- New option to keep world mines working slowly when without Unity.
- New option for full deconstruction refund.
- Added research cost multiplier.
- Added quick actions Unity cost multiplier.
- Added solar power production multiplier.
- Added contracts profitability multiplier.
- Added loan conditions multiplier.
- Removed power production multiplier.

Additional new features
* Hydrogen vehicles
- New class of vehicles that run on hydrogen instead of diesel.
- Hydrogen vehicles include: T2 and T3 trucks and excavators, T2 tree harvester, tree planter, and cargo ship.
* More fuels for Cargo ships
- Ships can use Diesel or Heavy oil interchangeably
- New hydrogen ship
* Conveyor lifts
- Vertical transports allowing vertical movement of unit and loose products.
- Lift up to a height difference of 6 tiles on 1x2 tiles of space which allows transporting materials over retaining walls.
* Ores sorting
- When enabled, trucks with mixed materials from a mine will have to dump their cargo to a dedicated ore sorting plant, instead of directly delivering individual materials.
- Ores sorting can be changed in new or existing games via new game difficulty settings.
* Loans
- It is now possible to loan certain materials from friendly settlements.
- Loans can help with averting crises or speeding-up progress.
* Props removal tool for easy removal of tree stumps, rocks, and bushes.

Improvements
* Balancers can be suspended on pillars, similar to transports or connectors. Other transports or balancers can be built on top of them, allowing for truly multi-level conveyor networks.
* Logistics now won’t schedule delivery jobs if the second leg of the trip is not accessible. This solves issues where trucks were being loaded with material and was then unable to deliver it to its destination.
* Trucks no longer get stuck on unreachable goals; they mark such goals as inaccessible instead. Targets that can’t be reached by multiple vehicles get reported via a notification.

New UI
* New user interface for the main menu, map editor, in-game settings and difficulty configuration.
* Revamped save/load game screen to group saves by game sessions. This is also reflected on disk where games from one session are organized in directories.
- This also prevents auto-saves from mixing between different sessions.
* Mods that fail to load are now marked in the UI together with the copyable error message.
* Improved sound effects for many UI actions

Graphics improvements
* Pipes are now colored based on their contents. This change is slow and gradual to avoid any sudden changes and to support pipes with mixed contents.
* Trucks with tank attachments are colored similar to pipes and have a product icon on the side.
* Fluid storages have a product icon on top.
* Three new deciduous tree variants: birch, maple, and oak.
* New terrain props: bushes.
* Clouds now cast shadows on the ground.
* Improved particle effects for various machines, especially those emitting fire or steam.
* Interactions with terrain such as mining, dumping, or terrain collapse now generate dust particles.
* Vehicles now emit smoke from exhausts.
* Trees now sway in the wind slightly.
* Terrain under the ocean is now rendered as wet.

Balancing
* Vehicles and cargo ships now cause pollution when using fossil fuels.
* Cost of Vehicle barriers was reduced from 10 to 1 concrete.
* Cost of Retaining walls was reduced from 10 to 6 concrete and 4 to 2 iron per tile.
* Increased output and upgrade levels for world map’s rock mine

Changes in the early game
* Abandoned radio tower is now set to be recycled by default.
* The main ship no longer requires initial repairs, just the dock.
* Early assembler now requires power so power production is unlocked from the start, initial diesel supplies were increased to reflect that.

Modding
* Significant changes were made in the modding API, all mods will likely need to be updated and recompiled.
* Mods are now selected at the start of the new game (instead of at the end), allowing them to affect the new game setup flow, e.g. providing maps for selection.
* Improved how mod configs are being handled, now all mod configs must derive IModConfig interface.

Fixes
* Molten transports and balancers can now be elevated, but must still remain flat.
* Fixed disappearing large entities under some camera angles in rare cases.
* Fixed a slight memory leak after quitting a game to the main menu.
* Initial transport placement no longer requires a valid pillar to start the transport construction.
* Fixed settlement health/unity generation when more than one settlement was constructed.

CD #43: Loans, Difficulties, Surfaces

Welcome to another edition of Captain’s Diary, this time with Captain Filip. As we mentioned in our previous post, the Update 2 is coming out on April 5th, which is super close. So, I would like to share a few final updates on what we've been working on. Let's dive right in!

[h2]Loans[/h2]
Have you ever found yourself running low on something crucial? Or maybe you've been in a situation where, for the last 30 minutes, your excavators have been digging up nothing but dirt instead of coal? At moments like these, you probably wish for a magic button to instantly refill your coal supplies. It's scenarios like these that can lead to the dreaded death spiral.

To address challenges like this, we are introducing a new feature. You will be able to buy in-game products with your real money! Just joking! The new feature is ... Loans! The title gave it away anyway, I guess. This feature allows you to borrow all the essential resources from local settlements. The amount you can borrow will depend entirely on your production track record, meaning the more you produce, the more you can borrow. We believe loans are a perfect solution, especially since quick trades are often limited by the lack of the right products to exchange. We hope this feature will offer a lifeline when you're teetering on the edge of a spiral!


The new loans feature for Update 2.

It’s entirely up to you how you approach loans. You can keep them for emergencies or use them as a continuous injection to advance your progress. And here's the interesting part: the better your track record, the more favorable your loan conditions will be. And if you don’t pay back? The bank will kidnap your people and pillage your silos … just like in real life … I’m kidding; the settlements will simply be more hesitant to lend you products in the future.


Loan repayments, together with interest rates, are taken automatically from your trade dock.

[h2]Difficulties[/h2]
We've heard your feedback loud and clear: CoI can be pretty challenging. Striking the right balance is tricky because everyone enjoys a different level of difficulty. We prefer realism because it allows players to optimize more than just layouts, as there is an entire economy to deal with. This route introduces complex systems that can lead to death spirals, which, understandably, some players prefer to avoid. To address this, we're making the game's difficulty settings more granular and customizable.


The first half of the new difficulty selection journey.

Game difficulty configuration is now split into two parts: difficulties and mechanics. Difficulties adjust factors like production, yields, and resource availability, much like what you're used to. Mechanics, on the other hand, alter your gameplay in more significant ways. We've taken existing CoI's realism features (like trucks stopping when out of fuel and machines breaking down), and grouped them into a new "Realism" mechanic. So if you are looking for a less “death-spirally” experience, simply disable the Realism mechanic.


New mechanics screen for simple but powerful customization of your experience. This one shows the pre-selected options for Admirals.

To make the game easier for new players, we added the following simplifications (all of them are toggleable):
  • Vehicles now slow down rather than stop completely when out of fuel.
  • Cargo ships out of fuel? They can chug along on Unity now.
  • If your groundwater’s gone, pumps still work, just slower.
  • World mines out of Unity will keep mining but at a reduced pace.
  • Even when broken, machines and vehicles won’t quit; just slow down.
  • And if a machine runs out of power or computing, it’ll keep going at a reduced rate for a bit, thanks to a sort of "internal battery."


This approach also lets us introduce new challenges or modify gameplay without disrupting the core experience. For example, Update 2 will seamlessly introduce an ore sorting feature I'll discuss later in this post.


You can always go to the full difficulty settings menu to fine-tune every option.

Another big news is that you will be able to change difficulty settings during the game. This comes in handy when you’re 120 hours in and realize a certain setting just isn't working for you. Note that changing a difficulty option comes with a cooldown, and your adjustments are logged in your save file. This feature will work with your existing game saves too.


When you adjust difficulty settings, it's our little secret—just between you, us, and the NSA (and anyone you share your save file with).

Besides this, we made a couple more changes in the difficulty department.
  • Full Deconstruction Refund: Now an option, though we've removed the research nodes for gradual increases.
  • Research Costs: Sailors now enjoy a 25% discount, while Admirals face a 50% increase.
  • Disease Mortality: Halved for the base game. Admirals see a 100% increase (back to the original rate), while Sailors experience zero mortality.
  • Quick Actions costs: Increased by 25% across the board, with Admirals incurring an additional 50% on top.
  • Power Production: We've removed the multiplier for traditional generators. However, we added a multiplier for solar panels.

[h2]Ore sorting plant[/h2]
After we added the mixed cargo feature, many of you expressed a need for a more realistic approach - having to sort the cargo through a sorting plant instead of having trucks magically sort it. It doesn’t happen often that you ask us to add more complexity, so we couldn’t miss such an opportunity and added a new ore sorting plant. Now, whenever your trucks carry mixed cargo, they must stop by the sorting plant to get everything in order. It works similarly to the waste sorting plant.


A truck delivering mixed cargo to the new ore sorting plant.

The nice thing about our new mechanics system is that we were able to add the ore sorting plant without disrupting existing game sessions. We placed it under a standalone mechanic called “Ore sorting”. This mechanic is pre-selected for Admirals. But, of course, it's available to all players. Plus, you can activate this mechanic on save files created before Update 2, ensuring everyone can enjoy sorting through piles of rocks.


Ore sorting can be enabled in the new mechanics' selection screen.

With the introduction of the ore sorting plant, power generation will be required from the very start of your game. This adjustment allows that even the assembler I and research lab I will require power.

[h2]Custom surfaces unleashed[/h2]
Remember when we teased the ability to lay down your own concrete? Well, we might have gotten a little carried away—in the best way possible. You're not just getting concrete; you'll have 10 different surfaces to choose from! And for our Supporter Edition, we're adding an exclusive golden surface to complement the golden Statue of Maintenance. Given our variety of surfaces, we also implemented automatic curb generation to provide a neat separation between surfaces.


Check out the first set of new surfaces, featuring a fuel truck comfortably parked on one, basking in a 20% maintenance cost reduction.


The second set showcases our metallic options, each ready to add a sleek touch to your island.

To ensure these new surfaces look great on large areas, each surface comes with 8 unique textures. These textures are randomly arranged to give a seamless and dynamic appearance. That's a grand total of 88 new textures!


You can also replace the default concrete that comes with the original buildings.

[h2]Decals[/h2]
As we expanded the surface options, we considered adding some hazard versions for each. That's when a lightbulb moment happened: why not offer something far more versatile? And the idea of custom decals was born. In the upcoming update, you’ll be able to paint lines, stripes, arrows, and more directly onto any surfaces.


Decals in action. We can’t wait to see your creations!


You can choose from 70 different decals in 8 different premium colors hand-picked by our scientists.

[h2]New trees[/h2]
So far, we have just one single tree type. With the upcoming map editor, it was the right time to add more variety. We are adding several new tree types, including dry variants.


Each tree is harvestable using a tree harvester and features levels of detail (LODs) for optimal performance. You’ll be able to place them in the new map editor.

[h2]Timeline details[/h2]
We've been on quite the journey since launching Update 1 in May 2023, and I want to clarify a few things about our process. Post-launch, we didn't just sit back; we squashed bugs, enhanced pathfinding and logistics, and in August, rolled out new animation textures that significantly boosted FPS in large factories (CD #37). This set the stage for the main work on Update 2 beginning in September 2023.

Not counting the performance patches, Update 2 still took us quite some time. But there are reasons. Besides working on the large map editor, we were building infrastructure supporting a few features, such as roads and trains. We had hoped to introduce roads in Update 2, but that would delay the update until summer, which wasn’t reasonable. So, with a heavy heart, we had to postpone that effort. This was a difficult choice for us as well. On the bright side, Update 3 will come this year with a shorter wait than Update 2, mainly thanks to the investments we made during our work on Update 2. So, no progress was lost.


We are also working on improving some of the particles in Update 2. The big balls in the background won’t be included though, you’ll need to bring your own when playing on Admiral.

[h2]Answers to your comments[/h2]
I've noticed some discussions suggesting we don't support mods. Let's set the record straight: CoI has built-in mod support. We also have a sample mod on our GitHub to get you started. While modding in CoI still has rough edges, adding things like machines or new recipes is actually fairly straightforward. We still plan on improving the modding experience, but at this point, we had to prioritize features like map editor and CoI Hub as we believe these will benefit the game in the long run, even if it means mod support isn't as smooth as it could be at this moment.


I will leave this one to your interpretation.

Regarding the new CoI Hub, I’ve seen questions about why we're not utilizing Steam Workshop or other third-party services. Our vision for CoI's future is ambitious, and we want to ensure that our community's creations remain in the community's hands, the same as with our self-hosted Wiki. The new CoI Hub allows for more independence, deeper integration, and better support for features like blueprint and map parsing and version management. While third-party platforms offer reasonable services, they can't provide the level of integration and control we aim for. Also, when it comes to mod security, caution is always advised, regardless of the platform.


I admit it: the decals can get a bit addictive.

My final confirmation is that Update 2 will be fully backward compatible with your existing save files from Update 1.

That wraps up what we wanted to share today. See you in Update 2!

CD #42: Map editor and Update 2 release date

Welcome everyone, Captain Marek reporting for the 42nd edition of the Captain's Diary! I have lots of exciting information for you today, so let’s get started.

[h2]Update 2 release date[/h2]
Many of you are eagerly awaiting the release date for Update 2, so let’s cut straight to the chase. It’s April 5th, 2024! We were initially aiming for an earlier date, but we wanted to make sure that the game is in a solid state for the release.

We plan to run a closed testing version of the game around a week before the release so if you want to be part of it, keep checking our Discord. And if you’d like to be notified about the release, subscribe to our mailing list!

[h3]The other project[/h3]
The work on Update 2 took us longer than anticipated and one of the reasons was that we spent a lot of time working on this other game. And as you can imagine, developing another game takes a lot of time!

The other game is called Captain Cartographer, and you play as a… Just kidding, it’s the map editor for COI. You can lower your pitchforks for now; there are no other projects that we are working on except COI. I just wanted to emphasize that the map editor is comparable to a smaller game in terms of complexity.

Captain Cartographer, our new experience is coming out on the 5th of April!

[h2]Map editor[/h2]
As mentioned in the previous paragraph, the editor is a large project, and there are a few reasons for it. First, we developed a new and future-proof map representation that is extensible and moddable. This ensures maps created by our community will remain functional for a long time, and future game updates won’t break them.

Second, COI maps are more complex than those in other games, as the terrain materials underground matter. Simple sculpting tools and texture brushes won’t work in our case; we had to develop new tools and techniques to provide an easy way of creating terrain features that are above and below ground.

Third, we wanted to make the map creation experience easy and intuitive, even for beginners and non-artists. Creating a nice-looking mountain range should not take hours, but rather just a few minutes.

Map editor showing a work-in-progress map with editable features and their configuration.

[h3]Map representation in COI[/h3]
Maps in simulation games typically fall into two categories: Procedurally generated or manually created. Each approach has its own pros and cons. In general, procedurally generated maps can be configurable and large, offering greater replayability, with minimal manual effort.

On the other hand, procedural generation can struggle with creating something concrete or unique, which is where manually created maps shine. They offer more creative freedom, allowing for the creation of specific features that would be difficult to make procedurally.

Captain of Industry adopts a hybrid approach, which is quite unique. Our maps are manually assembled from procedurally created elements. How does this work? Here is an example: Imagine you’d like to create an island with a mountain range on one side and a forest on the other. Instead of sculpting the terrain and manually placing trees, you generate three procedural nodes: island, mountain, and forest. Then, you can configure each node to your liking and you are done!

A simple map created using three features: Plateau, mountain, and forest.

There are several more advantages to this hybrid approach. First, all operations are non-destructive and reversible. You can always move or modify a procedural node without losing previous work. Is the mountain too close to the forest? Move it! Too small? Make it bigger! Want another one? Copy-paste it! Plus, we implemented a familiar undo-redo feature for all operations!

The previous island, but with another duplicated mountain, which was also resized.

The second advantage is that creating visually impressive features, such as mountains or plateaus, is just a few clicks away. We provide numerous presets with the procedural parts already configured; all that’s left is to place them on the map to your liking. These procedural features can be further customized, which is considered more advanced.

An example of presets for some terrain features.

Another benefit is the efficiency of map data storage. The map is just a compact list of procedural nodes and their configurations, requiring significantly less data than the final generated map. To be more concrete, a final generated map can range from 20 MB to 500 MB in size, but the hybrid format typically remains under 1 MB. This allows us to embed the entire map in each save file without inflating its size. As a result, both we and map creators can update and refine existing maps without breaking saves that utilize them.

However, there are some disadvantages. Performing small manual edits, like raising or lowering terrain with a brush, is relatively tricky. This requires defining small features and adjusting their parameters to achieve what you need, which can be a bit tedious. This should improve over time as we learn what operations are missing and implement them (or mods!).

[h2]Procedural nodes configurability[/h2]
Now that you understand maps are composed of manually placed procedural nodes, it's important to note just how extremely configurable each node is. I don’t use the term “extremely” lightly. There are three levels of configurability.

First level of configurability: This involves changing the shape, position, and basic parameters of map features. Many features, such as mountains, are defined by a polygon and its position, shape, and number of vertices can be easily changed via intuitive UI. For example, creating a mountain shaped like the letter 'U' is as simple as manipulating the polygon. You can also modify basic properties such as the terrain material for mountains and the type of trees for forests. Most of the parameters are documented in tooltips.

An example of forest node configuration. You can also see our new tree models!

Second level of configurability: At this stage, you delve into the parameters of the procedural model itself. This advanced technique allows you to modify properties like the slope of a mountain, scale of generated details, surface material, etc. This is meant for more experienced users who want precise control over the procedurally generated pieces. However, mastering this level requires spending some time to understand how the procedural model works and what each parameter does.

An example of advanced parameters that control the function defining a mountain shape. The white surface is a real-time preview of the mountain feature.

Third level of configurability: Now we reach the pinnacle of customization - the extreme part. Some nodes, like the ones that generate mountains, have a fully configurable procedural model. This means that the procedural functions and the way how they are connected to each other can be configured via our simplified pipeline language. It’s even possible to add new functions and transformations via mods! This is intended for expert users who are familiar with 2D noise functions and their composition.

A previously shown mountain with an added warp function that twists it into an interesting shape.

[h2]Map post-processing[/h2]
A map includes not only a list of features, such as plateaus, mountains, and forests, but also elements known as post-processors. A post-processor transforms the generated map features in various ways. Good examples of post-processors include one that generates grass on rock surfaces that aren’t too steep, another that mixes two types of grass for better visuals, and a post-processor that automatically generates rocks and flowers on grass. These post-processors are as configurable as the map features themselves. For instance, the flower-seeding post-processor uses a configurable noise function to determine the appearance and distribution of flower patches – it’s all fully configurable!

Additionally, we have post-processors for localized terrain shaping operations, such as smoothing, ramp creation, and flattening. These operate within a configurable polygon area and perform exactly as their names suggest.

A ramp tool allows you to create a smooth ramp between different heights.

[h3]Erosion simulation[/h3]
Another post-processor worth highlighting is the Erosion simulator. This is an entirely new post-processing step that simulates hydraulic erosion by modelling millions of virtual rain particles falling on the terrain, eroding it in a realistic way. I could write (and maybe I should, at some point) an entire blog post about this process, but for now, the short story is that it makes any map and, especially mountains and cliffs, look so much more natural and realistic. Check out the before/after animated gif below to see the difference. Notably, this entire process is also fully configurable for those willing to delve into the 20+ parameters. We also put a lot of effort into making this process parallelizable, utilizing all available CPU cores; otherwise, just the erosion simulation alone would take 30+ seconds to finish.

A comparison of a mountain before and after simulated hydraulic erosion.

[h2]Map sizes[/h2]
In the map editor, you can select a map size from a recommended list or enter a completely custom size! The only limitation is that the maximum map area cannot exceed 17M tiles, and no single map dimension can be larger than 16k tiles. This allows for unique map shapes, such as 512x16k. It's worth noting that, up to now, the largest map size was around 4M tiles.

A “ribbon” map that is 512 tiles wide and 16k tiles long. As you can see, you can’t see from one side to the other :)

[h2]Other editor features[/h2]
There are several other neat features in the map editor:
  • The ability to add one or more starting locations.
  • An x-ray tool that reveals material layers beneath the terrain surface.
  • The option to plant individual trees and place other props.
  • Configuration option for virtual resources, such as crude oil deposits.
  • Map generation that is fully parallelized, using all the cores your CPU can spare!
A screenshot from a tracing tool showing parallel map generation on a 6-core CPU (Intel i7-8750H).

[h2]Map editor demonstration live-stream[/h2]
As you can see, the map editor is a beast. To showcase all its capabilities, we’re planning a live-stream demonstration covering everything described in this article and more! This event will scheduled closer to the release, and we’ll make a separate announcement.

[h2]COI hub in March[/h2]
To enable our community to share and download all the maps they create, we are launching the CoI Hub website in March this year. We originally announced it in Captain’s Diary #39.



And that’s everything for today, mark your calendars for the 5th of April and see you soon! Captain Marek out.