Balancing & AI Update
[h2]Revamped emissions trading[/h2]
The way the emissions levy works has been changed. Companies now have to pay compensation if they produce more emissions than their population share allows.
For example, if you produce 89% of global emissions and have 50% of the world's population, you will have to pay an emissions levy for 39%.
[h2]Balancing the threats[/h2]
We had a pretty big problem here. Natural disasters rarely occurred, while invaders made their way onto the planet far too often.
Both problems have been addressed and we think we have found good defaults for competitions and free play. In addition, you can still adjust all settings in detail.
[h2]Balancing global warming[/h2]
Until now, global warming mostly did not occur at all and thus many game features could not be experienced.
We have re-evaluated our balancing rules and decided to reduce the emission balancing of forests to about 60% and of land and sea to 75%. We have simulated a few game rounds based on these new values, but of course your feedback on this is much more important, so please share your experiences on this.
[h2]Improved AI[/h2]
Finally the AI is able to actually win a compeitition instead of just bumbling around, giving up because it gets bankrupted or destroyed by a Xrathul or Assimilator attack.
There's still room for improvement, but in general it works pretty well.
[h2]Other changes[/h2]
Build menu: Active upgrades are visualised more clearly.
Improved descriptions of some buildings
Increased likelihood of riots
Uniform fonts in the game
Reduced productivity drop for ocean farms in cold areas
Greater range of world sounds
[h2]Other fixes[/h2]
Land reclamation now works correctly in polar areas
Fixed victory point selector not working correctly
Fixed planet ring not displaying correctly for barren planets
Radius of shield upgrade for city centre and border tower/buoy is displayed correctly
Fixed crash in connection with meteor graphics
Fixed that planets sometimes don't have forests when a new planet is created after a contest is finished
Fixed that pirates sometimes get stuck on NPC cities
Fixed duplicate building click sound
[h2]Beta of the new feature[/h2]
In the next few days we will be making available a beta version of a new feature we are currently working on. If you would like to participate in this beta, please contact us on our Discord channel: https://discord.com/invite/fCJAUxc.
The way the emissions levy works has been changed. Companies now have to pay compensation if they produce more emissions than their population share allows.
For example, if you produce 89% of global emissions and have 50% of the world's population, you will have to pay an emissions levy for 39%.
[h2]Balancing the threats[/h2]
We had a pretty big problem here. Natural disasters rarely occurred, while invaders made their way onto the planet far too often.
Both problems have been addressed and we think we have found good defaults for competitions and free play. In addition, you can still adjust all settings in detail.
[h2]Balancing global warming[/h2]
Until now, global warming mostly did not occur at all and thus many game features could not be experienced.
We have re-evaluated our balancing rules and decided to reduce the emission balancing of forests to about 60% and of land and sea to 75%. We have simulated a few game rounds based on these new values, but of course your feedback on this is much more important, so please share your experiences on this.
[h2]Improved AI[/h2]
Finally the AI is able to actually win a compeitition instead of just bumbling around, giving up because it gets bankrupted or destroyed by a Xrathul or Assimilator attack.
There's still room for improvement, but in general it works pretty well.
[h2]Other changes[/h2]
Build menu: Active upgrades are visualised more clearly.
Improved descriptions of some buildings
Increased likelihood of riots
Uniform fonts in the game
Reduced productivity drop for ocean farms in cold areas
Greater range of world sounds
[h2]Other fixes[/h2]
Land reclamation now works correctly in polar areas
Fixed victory point selector not working correctly
Fixed planet ring not displaying correctly for barren planets
Radius of shield upgrade for city centre and border tower/buoy is displayed correctly
Fixed crash in connection with meteor graphics
Fixed that planets sometimes don't have forests when a new planet is created after a contest is finished
Fixed that pirates sometimes get stuck on NPC cities
Fixed duplicate building click sound
[h2]Beta of the new feature[/h2]
In the next few days we will be making available a beta version of a new feature we are currently working on. If you would like to participate in this beta, please contact us on our Discord channel: https://discord.com/invite/fCJAUxc.