1. Kaiserpunk
  2. News

Kaiserpunk News

Mixing Civ 7 and WW1, one struggling strategy game is mounting a major comeback

The bar for strategy games is extremely high nowadays - Civilization 6, the original Frostpunk, and Cities Skylines 1 set such superlative standards that even their own sequels have struggled by comparison, with Civ 7, Frostpunk 2, and CS2 still fighting to win back players. Kaiserpunk, too, has had a tough time on Steam. Released on March 21, while user reviews have slowly become more positive, it still bears the ignominious mark of an official 'mixed' rating, owing to criticisms about performance and presentation. Ambitious and original, Kaiserpunk may still require improvement, but it has a lot to offer. If you've stayed away from it so far, a transformative new update might be enough to draw you in.


Read the rest of the story...


RELATED LINKS:

Huge new strategy game blends Cities Skylines 2, WW1, and deep mechanics

Cities Skylines and Paradox veterans join forces with giant new strategy game

New Kaiserpunk playtest is a "true window" into the ambitious strategy game

Big Performance Update

Patch 1.00.101

Hi everyone!

Based on all your feedback and comments, we are rolling out another patch today, filled with fixes and improvements for Kaiserpunk. We continuously read your feedback and input, working as quickly as we can to address and implement your suggestions. As always, thank you for sharing your input—it truly helps us.


In this patch, we’ve focused on performance and stability first and foremost, resolving many common issues reported and improving performance across the board. A lot of the optimization work targets both performance but also a lot of reported crashes. It’s a big first step, but there’s more to come. We’ve also made some improvements to the visuals in the game, most importantly making night time more readable. Furthermore we’ve also tried to address as many balance, UI issues and other popular requests from you in the community as we could for this round, but there’s plenty more we want to address in the next update.

Please see the full changelog below.

[h2]Changelog - 1.00.101 [/h2]
Performance & Stability
  • Optimized maps in North America (terrain, trees, grass, details) to improve performance in early game: New York, Norfolk, Washington, Reno, Salt Lake City, Seattle, El Marques, Jacksonville, Monterrey, Anchorage, Juneau, Tazlina Lake, Whitehorse, Chisasibi, Fort Severn, Lac Nemiscau, Mary's Harbour
  • Optimized maps in Europe (terrain, trees, grass, details) to improve performance in early game: Antwerp, Berlin, Bodensee, Dublin, Edinburgh, Limerick, Lisbon, Liverpool, London, Munich, Southampton, Valencia, Athens, Burgas, Palermo, Zagreb, Kyiv, Oslo, Prague, Riga, Stavenger, Stockholm
  • Optimized maps in Asia (terrain, trees, grass, details) to improve early game performance: Kunming, Okayama, Seoul, Xiamen, Bayingolin, Dushanbe, Krasnoyarsk, Novosibirsk, Yakutsk, Yelizovo, Perm, Yekaterinburg, Mount Talang, Palu, Singapore, Sintang, Izmir, Muscat
  • Optimized maps in Australia (terrain, trees, grass, details) to improve early game performance: Auckland, Christchurch, Port Chalmers, Sydney, Danau Tigi, Goodenough Island, Pellew Island, Perth
  • Optimized tutorial map(s) for improved performance
  • Optimized memory management on a number of panels to prevent or reduce 'garbage' buildup
  • Optimized memory management on the Load save game panel to prevent memory issues when a large number of saves exists
  • Streamlined objects instantiation to lower RAM usage including: Maps database, Building models database, Story dialogues databases. Other databases will receive the same overhaul over time.
  • Optimized blueprint (planning) models to reduce memory usage (VRAM). This is only the first step.
  • More will be done for the upcoming update(s)
  • Added a Texture Quality option to the Video Settings
  • Fixed a bug that manifested as logging a single error/warning too many times which could impact performance somewhat
Gameplay
  • Water treatment facility lowered from development level 8 to 6
  • Water deposits are now always infinite
  • Added screen edge camera scroll to the world map (previously already added to the City Building view)
  • Adjusted lighting for improved visuals
  • Improved lighting dynamics in regards to day/night change and weather changes
  • Added the option to manually type in numerical values in several more places
  • Burgas map is now linked to Carpathia as the starting region, as requested by players
  • When a region is a part of a peace treaty negotiation, the appropriate continent icon is shown, instead of a placeholder generic "compass" icon
  • Improved overall user experience on the peace treaty panel
  • Improved tooltip on the garrison that now shows if it is "being upgraded"
  • Added the number of empty housing slots on the individual resident class header tooltip
  • Any changes to the development database (buildings shuffled around the development levels a bit for example) will now be properly mirrored when loading the game
  • The Breakthrough slider is no longer interactable
  • Per class taxes on the population screen are now properly updated
  • Disabled some shortcuts during the tutorial, while they're not needed
  • Fixed a couple of non-localized labels
  • Improved billboard textures on rocks in the arid biome
  • Fixed a faulty sprite on the Population statistics screen
  • Fixed the starting camera position and rotation on the Juneau map (Alaska)
  • Fixed bug where default flag wouldn't carry proper information on a new game start

More patches will follow, with further improvements and fixes. We’ll continue to read the input you provide us and keep you posted on new upcoming updates.

Thank you!
Overseer Team

Patch Notes 1.00.005

Greetings commanders,
today we have a bigger patch for you that will hopefully adress some of the pressing issues some of you have been facing. We still have plenty more fixes and changes in the pipeline and we continue to go through all feedback we receive and we can't thank you enough for it! It truly does help!

[h2]Changelog[/h2]
Additions
  • Added visible hotkeys added to the Dashboard for easier and quicker access to full-screen panels
  • Added the option to have infinite resource deposits (only applicable to new game starts)
  • Added keybindings for the Dashboard Panels
  • Added camera zoom in/out speed slider in the General options
  • Added camera speed slider (using the keyboard) in the General options
  • Added screen edge scrolling, which can be toggled in General options (World Map will be included soon too)
  • Added screen edge scroll speed slider in the General options
  • Added keybinding for HUD actions (Demolish, Copy, Move, Repair, Planning)
  • Added a formatted tooltip to the garrison on the region info panel
  • Added a naval link through the 'Suez canal'
  • Added a naval link through 'Panama canal'
  • Stock Overview Panel can now be sorted by column and ascending/descending
  • Added several missing info columns to the Stock Overview Panel


Adjustments and Balance
  • Nerfed garrisons; they still pose a challenge when upgraded
  • Buffed the AI; as the last change made it a bit more passive than intended
  • Nerfed all storyline effects (penalties primarily)
  • Increased the Minimize/Maximize Header button in the HUD so it's more visible
  • Tweaked the Change weather and Change time of day button visuals to make them more noticeable
  • Weather and time of day is now non-dynamic by default (only affects new game starts). You can still manually change it to whatever weather and day/night status you want.


Fixes
  • Optimized tutorial loading to prevent possible crashes (reduced memory allocation)
  • Fixed an issue that would occur when an army unit reached its maximum level; the error ocould caues the game to crash
  • Fixed a potential crash when loading saves (the save was basically corrupted, but it will load now)
  • Fixed several potential crashes when autosaving; the crash was due to undefined renderers in traffic objects
  • Fixed numerous instances of Unity 'overloading' the log file that would cause the game to stutter
  • Fixed several issues that could potentially cause the game to crash seemingly at random after several hours of playing, even on high-end computers
  • Fixed an issue that would cause the game to crash on exit, resulting with a massive game log
  • Fixed a potential issue that could cause the game to crash during trading
  • Fixed several tooltips
  • Removed unused UI buttons on the Town center info panel


Incoming
We have also made great headway on a bunch of items that will roll out soon, here's few apetizers.
Resource overview panel so you can monitor resources on-the-fly, right on the HUD
Map performance optimizations (will likely roll out over more than one update)
Further performance optimizations

10 Things I Wish I Knew Before Starting Kaiserpunk

Greetings commanders,
here is a listicle with “10 things I wish I knew” when starting your journey in Kaiserpunk while we're working on more updates for the game.

[h2]1. Morale = Cash[/h2]
It is key that you ensure the citizens are happy so they pay taxes! The happier they are, the more you will earn. The actual tax the citizens pay fluctuates, but even citizens without employment pay taxes up to a certain point. As long as you have people “waiting for immigration” (interest to move in) to your new city, you can build more houses and have more citizens paying taxes. But be careful – if they don’t get employed eventually, things will start looking grim for you.

Morale should be your biggest concern to get cash. All citizen types in your population have certain needs. The more advanced and educated the citizen type, the more diverse their needs, which you can view when clicking on a house or in the population statistics panel.

The better these needs are met, the higher morale of the citizen types will be, and the more income you’ll get from them in the form of taxes. If morale diminishes, the citizens will eventually begin to riot.


[previewyoutube][/previewyoutube]

[h2]2. Production Chain Efficiency is Important[/h2]
To be a true captain of industry, there are several things to consider in the chain of success! Production chains consist of all the necessary resources produced to reach a specific refined resource. For example, the production chain for newspapers is: Wood → Cellulose → Paper → Newspaper.

To make a production chain efficient, you may need more or fewer of certain buildings in the chain. Check their input and output to figure out a number of buildings. For example, a single Forester produces 16 Wood, and a Cellulose Factory produces 20 Cellulose from 4 Wood.

Additionally, there’s a clear benefit to creating an entire production chain in close proximity to speed up transportation and, therefore production, increasing overall output. If multiple buildings within the same production chain are close to each other, they can send transporters between them, avoiding the need to wait for transportation trucks from nearby depots.

Finally, choose the resources you want to track in the Resource Overview in the HUD at the top of the main screen, so you can monitor them easily, and keep an eye on the Open Stock Overview panel to see where in the production chain you might need to adjust production to maintain overall control.


[previewyoutube][/previewyoutube]

[h2]3. Upgrade Your Buildings[/h2]
Upgrading buildings can make a massive difference for you. Almost all buildings have the option to upgrade up to six things, depending on your current needs. The most powerful upgrades early on can for example be:
  • Lower cost by 12%
  • Increase production capacity by 20%
  • Reduce electricity or water consumption by 15%
  • Add +1 transporter trucks for depots

However, there are several other upgrades you can choose from as the city transforms and your gameplay matures. This is a great way to make your city more efficient instead of constructing more buildings.

To give an example, let’s say your income is starting to look red. Should you pause several production buildings to reduce upkeep? Increase morale to get more taxes by producing more, thus short term increasing costs even further? Or should you simply upgrade your buildings to lower costs and balance it that way? Yes, the latter will save you time and money.


[previewyoutube][/previewyoutube]

[h2]4. Keep Your City Secure[/h2]
This is important for three reasons:
  1. The safer your citizens feel, the higher their morale, the higher the earnings!
  2. It mitigates the risk of fires so your precious buildings don’t burn down
  3. It mitigates and suppresses rioting people

Two very important buildings to satisfy the public service needs for safety among your citizens are the Fire Stations and Police Stations.

All buildings have a risk of catching fire that increases over time. Fire Stations serve two functions: they mitigate the risk of accidental fires in nearby buildings. You can see the fire risk of a building in the upper left corner of that building’s window tab. They also send a fire truck to any building that catches fire to put it out!

Police Stations also serve two purposes: they help reduce the risk of citizens rioting. You can see the riot risk in the upper right corner of the building’s window tab. Police Stations will also send a squad car to any nearby rioting groups to help suppress them, limiting their ability to reach your town center.

If enough of them reach your town center and manage to burn it down - game over.


[previewyoutube][/previewyoutube]

[h2]5. Don’t Overlook Your Defenses[/h2]
The world around you tries to lick its wounds from the war, just as you do, and some will seek power and grow their empires sooner than others. Even if you don’t focus on building a military to start a war with others, don’t forget others might eventually come knocking on your door.

By building some defences, you at least have a chance to defend yourself if an attack comes. Beefing up your garrisons with infantry, long range and anti-air defenses on the global map ensures you have a defense if someone attacks you by land, sea or air. But be aware, they do take a little while to build.


[previewyoutube][/previewyoutube]

[h2]6. Resources? Smugglers May Not Have Them![/h2]
The smugglers might not always have the resources you seek. There are two forms of trade:
  1. Trade with smugglers or free traders, either by land, sea, or air. This is a good short-term solution. They arrive periodically, and sales happen when they are in town, but they only trade limited volumes. Even if you wish to purchase or sell more, they might not have enough or may not want to trade enough to fulfill your demand.
  2. Trade deals with AI factions (other powers): This is a better long-term solution since they are stable for your industry. These deals are negotiated, and you usually move larger volumes.



[previewyoutube][/previewyoutube]

[h2]7. What You Build Steers Unlocking in the Research and Development Panel[/h2]
You steer what you unlock first when you are building and developing your city. The more of a certain category you build, the more development points and building unlockings you’ll earn.

New buildings, units, and upgrades impact unlocking. All buildings belong to a specific development category and contribute a certain amount of development points to that category. For example, a Farm contributes 4 development points per day to the Agricultural category, while a Police Station contributes 3 development points per day to the Civics category.

To track your progress in all development categories, check the Research & Development Panel. If you expand an area, you’ll see which buildings, units or upgrades get unlocked and when. If you specifically need a building that’s still locked, try constructing or upgrading more buildings in that category.



[h2]8. Optimize Your Needs by Changing Production Output[/h2]
You might find that you have enough of some resources needed for a specific production chain but lack other resources, which are created by the same production building. Instead of constructing additional identical production buildings, which would increase upkeep costs, you can switch what the building produces. Click on the building and use the arrows (menu represented by a gear symbol) to adjust production for the time being. This is especially useful if your economy is somewhat strained.


[previewyoutube][/previewyoutube]

[h2]9. Keep the People Pampered![/h2]
Apart from the basic demands, each citizen class has luxury needs. The more of these luxuries you provide, the higher their morale and tax payments will be.

So, make sure to give the people what they desire!


[h2]10. Salvage Ruins and Scrap for materials[/h2]
When you start your game, there’s a lot of scrap and ruins scattered around the world, remnants of the recent war. You will see these on the map as yellow markers on the minimap in the left corner. Salvage and/or repair these (you can sell or reuse buildings after repairing) to get a head start with various materials, but remember, you’ll need available workers to actually do the job.


[previewyoutube][/previewyoutube]

If you wish to see more mini tutorials, here is a full series with a little bit of everything, and we’ll keep adding more!

Full Mini Tutorial Playlist

Hotfix - 1.00.004

Hello governors,

Today we're sneaking in a hotfix to address some of the crashes and potential crashes, especially when loading an existing save file. We'll continue working to get these out to you, even unexpected, as quickly as possible.

Overseer Games