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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.


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[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.


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[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.


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[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.


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[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.


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[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.



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[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.


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[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.


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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

Patch 1.00.003

Hi again everyone,

As promised in yesterday's post, Kaiserpunk's first patch is out now. This is just the first of many fixes and improvements based on player feedback and reports we’ll be rolling out. Again, thank you for sharing your feedback and staying patient with us. In this first patch, 1.00.003, we address some performance issues, gameplay adjustments, and UI changes. Please see the full changelog below.

Once again, we want to thank everyone who’s playing the game and offering their feedback. It’s invaluable to us and our work to make Kaiserpunk all it can be. We’ll continue to keep you posted on new updates, and rest assured, the team is hard at work. More to come soon!

With gratitude,
- Overseer Team

[h2]Changelog - 1.00.003 [/h2]
  • Fixed numerous instances where unnecessary information was being written into the log, potentially heavily impacting framerate or even causing the game to crash. This has been mostly reported in regards to fighter planes on the world map.
  • Increased the amount of water in water deposits. This only impacts new game starts, since the remaining amount is saved in the save file.
  • AI difficulty rebalanced. Will be more felt on new games, very advanced save games might not see as much of a noticeable impact.
  • Removed 2 buttons on a number of info panels that currently had no function.
  • Default flag setup adjusted.
  • Resource tooltip now also displays the surplus or deficit in most places
  • Kyiv map now has Coal. If you have an existing save file, it is possible that there could be a conflict with the new deposits, preventing you from continuing your save file if you’ve built on top of the locations.
  • Construction cost difficulty option now works as intended
  • Event frequency set to ‘Never’ now includes all stories including Epidemic
  • Reduced the chance of rain and storm when weather is set to dynamic.
  • Fixed numerous typos in text strings

[h2]Known Issues[/h2]
We are going through each reported game crash that you've experienced. It will take a bit of time and detective work to find out the root cause and there's usually no other way than to go about it one-by-one, but please be assured that we're working on it.
  • The game might, in some cases, crash at the start of the tutorial due to an uncleared Steam cache for the Supporter Pack. This can be resolved by simply restarting the Steam Client entirely or following Steam’s official guide to clear the Steam cache.
  • There’s multiple performance related issues we’re tracking down and working on fixes and mitigations for.
  • Multiple UI/UX related issues such as:
  • Not being able to screen edge camera move
  • Not being able to double click building panel to go to location
  • Lacking Stock Panel sorting ability
  • Mousewheel zoom sensitivity
  • Multiple translations issues that will gradually be tracked and fixed
  • Game balance will continue to be monitored and adjusted

The next update, along with a more significant impact on performance, will continue with UI/UX changes and improvements, starting with those you've noted in your feedback. We're noting and collecting every piece of feedback and information you provide, and we thank you for it!

Kaiserpunk Going Forward

Hi everyone,

As you all hopefully know, we released Kaiserpunk on Friday! While we’re proud of the work we’ve done, we’re not satisfied. The release clearly shows there’s a lot of interest in Kaiserpunk and its promise, but it also shows that we didn’t fully achieve what we are aiming for.

That means that the work continues – on delivering the game that Kaiserpunk deserves to be, and the game you deserve to play. We’re incredibly grateful for all the feedback you’ve shared - both those of you telling us how much and why you like the game, and from those of you who let us know what’s keeping you from enjoying the game. All your feedback helps us understand how to move forward, and every player is equally deserving of our gratitude.

For now, however, our focus will be on the latter group – seeing what we can do in the short and medium term to ensure that even more of you enjoy our game. The feedback we’re receiving seems to come in three primary categories; performance, UI/UX and game balance. We'll be focusing on all three in the coming days and weeks.

Regarding performance, some of you have experienced issues you shouldn’t have – that’s not ok - end of story. We’re working as fast as we can to improve performance for all players. However, it will likely take about a week or so for us to make a meaningful impact.

Second is UI/UX. UI/UX for complex games is always challenging, but that doesn’t mean we won’t work on improving it. We’ll work hard with this starting with the first patch, but we’ll need ongoing help and feedback from you. Please share any additional feedback you may have - you can find the best ways to reach us at the end of this message.

Finally, there’s the challenge. Frankly, we made the game too hard. While we always wanted to make a complex and challenging game it shouldn't be so difficult that players cannot enjoy the promise that Kaiserpunk offers. As such we will start adjusting the difficulty starting with the first patch - hopefully that will make the game more enjoyable for many players.

This is what we'll focus on in the short and medium term, with the first patch coming out tomorrow Monday, 24th of March. Much more is on the way in the near future, and we’ll continue to keep you informed. We’d love to talk about the long-term as well. Hopefully, a little further down the line, we can start talking about our long term plans, but for now, we’re focused on giving you guys the best experience with the game as it is.

This was always a very ambitious project for us, and we are grateful and humbled that so many have bought, played and shared feedback on our game. From the bottom of our hearts - thank you. Now, the rest of Kaiserpunk's journey continues, and we hope to better live up to what we promised you and deliver an ever greater experience.

If you’re encountering issues or just want to share what you hope to see in the future in Kaiserpunk, please do share your feedback with us, we highly appreciate it. This is best done in the pinned threads or channels on Steam, Discord and Reddit, whichever you prefer.

You'll hear from us again tomorrow when we release the first patch.

Until then,
- Overseer Team

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

In Cities Skylines 2, you start with a promising new world - a lush, empty peninsula where everything is possible. In Frostpunk 2, it's the opposite. The environment has been destroyed and even the simplest resources are scarce. Kaiserpunk, an ambitious new strategy game that has finally just arrived on Steam, takes place somewhere in the middle. This is an alternative history where the end of WW1 has fractured the entirety of Europe into tiny, dysfunctional city states. You can still dream big and build even bigger, but the existential threat of being invaded and conquered looms large. Mixing grand strategy with detailed production-line creation, this one has promise.


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