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Imagine Earth - Steam full release date revealed

[h2]Big News Space Colony Managers,[/h2]

It’s been a long lasting journey of over seven years through the hyperspace of Early Access for Imagine Earth - Planetary Colonization. Our global real-time civilization sim Imagine Earth finally has an official Steam release date and will be delivered with a massive “world congress” update PC on 25th May.

https://youtu.be/kvdAhKqQkVE

[h2]Thank you all for making this possible.[/h2]

Some of you have been following our project for ages, popping in every few years, and some are new to it, having only recently joined our quest for new, habitable worlds. Over all these years, the game has found over 43,000 supporters who have made the development of our world simulator possible until today.

[h2]Beta Test for Release 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 join our Discord server: https://discord.com/invite/fCJAUxc.

[h2]Open Space Addon[/h2]

In parallel, we have already started planning and producing an addon in which you will be able to colonize procedural galaxies and the exchange of goods and commodities between planets will be strengthened. It will also be possible to upgrade your own space base and equip the settlement capsules with special properties.

[h2]Early Access Recap Post[/h2]

To celebrate this important milestone, we will write a comprehensive summary of all the events and developments during that time. It's going to be a turbulent journey through time.

[h2]Community Survey[/h2]

Over the time of development, we have accumulated a long list of good ideas that we think would be great additions to the game. However, we want to get your opinion and wishes on how best to improve the game. Get ready for a big poll around the release.

Here you'll find the official press release. Here is the release post auf Twitter from you afterwards we'd be happy if you would push it with likes and retweets.

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.

Last before release update | Hotfix #1

* Fixed severe performance lags that occured on some systems
* Fixed ocean texture problems
* Fixed missleading German translation in Rounos mission
* Fixed "licensing" button not being on top in Technology Panel
* Fixed all crashes that came in via error reporting
* Fixed warhouse leveling dropping stored resources

A big thanks to Roderick, Panterich, Rad Chad and the people on our Discord channel and the Steam forums for helping us identify the performance problems.

There is still a big list of improvements on issues you have identified that we are currently working on and will update soon.

Imagine Earth – Last Big Early Access Update

[h2]Greetings Space Colonists,[/h2]

we hope you are all well and ready? We have the next update ready for you! While summarizing the new features and changes to the interface, world, and game mechanics, I realized that #65 is probably the most comprehensive update in Imagine Earth’s Early Access history, and will remain so as Imagine Earth comes out in a month and a half as version 1.0 and leave Early Access!

https://www.youtube.com/watch?v=Kf_ApUXgMtU

[h2]It's time for Late Access[/h2]

Who would have thought that, to myself these words seem quite unreal and strange after almost seven years of EA. First of all, thank you for your interest and support over all these years! You have made the continuous independent development of this unusual global building and economic strategy game with environmental and climate simulation possible.



[h2]Price Increase[/h2]

Of course, as we approach the final release of the game, it’s worth mentioning that we’ll be ending the Early Access discount for backers and early birds in a week after update #65. The price of the game will increase to $24.99/€ But this has been thought of for years and is quite common and will not happen before Thursday 4/23/21. Those who grab it by then will save themselves the 25 % increase in the full price. But we’re convinced that after 7 years of 1-2 month updates Imagine Earth has reached a quality, depth and maturity we can be proud of and which justifies a new price. Nevertheless, of course we understand the following question:



[h2]What Else is There to Come?[/h2]

But as you might have guessed, it doesn’t end there. This update boasts an almost endless list of fixes and tweaks, but since the last update we’ve been working on quite a few other innovations besides the ironing. The final release will include a brand-new feature, the World Congress, which forces the various corporations to the negotiating table, where they must work together to negotiate measures against climate and environmental destruction. As a game mechanic, this strengthens the interaction between the corporations and also the already established diplomacy system, since the negotiations have a direct impact on international relations.



Final Release Features

[h2]The World Congress[/h2]

The World Congress is in the making and will be ready for release End of May, it is where the amount of redistribution between sustainable and exploitative corporations will take place in the future. The congress will also be a democratic body in which all factions have voting rights corresponding to their share of a planets population. In the future, taxes on resources and trade will also be decided there, the revenues of which will flow into a World Fund from which important investments can be made. In addition, this body with global authority can also decide on penalties for corporations that have sabotaged or harmed others.



[h2]Emissions Trade[/h2]

We remain committed to delivering an authentic environmental simulation with Imagine Earth. To do this, we have recently revolutionized the emission trade that exists in the game. For this update, we have simply reduced the redistribution, because the previous solution made farming unprofitable. As a result, the game has regulated away the climate problem by making all corporations go bankrupt due to overly high flat fees. For the final release version there will be a new system for trading emission rights, only the share of the world population decides how much greenhouse gases a faction may blow into the air.



Content of This Update

[h2]UI Optimizations[/h2]

  • The influence of buildings and other effects they had in a certain radius are now visualized with dashed outer borders instead of colored field markers.
  • If one of the groups has not landed yet, it has been shown as failed / eliminated in the Victory Panel so far.
  • Show loading animation enlarged and in the center of the screen.
  • When you change the game speed, the game fades in time display.
  • In the final screen of a failed mission, the title and menu ring were missing.
  • Correction: The button for landing permission button activates the placement of City Center again.
  • If you now open the research panel or the technology menu, you will receive clear introductory texts that explain the playful function of the interface.
  • Navigation panel: Show own cities – No. Cities of other factions: Show names only when hovering.
  • Icons of other factions and units are displayed permanently again.
  • Quick actions overlay smileys to show quality of life from now on.
  • There were just too many smileys over cities trying to visualize the quality of life of balanced districts.
  • Unit Uplink: Ads were not centered over them.
  • Previously her already 20% field pollution prevented the construction ring from opening on this field.
  • Faction and trade panel was re-centered.
  • Tool ring closed again for traders when clicked from further outside.
  • Fixed 11 different graphic problems on the UI.




[h2]World and Balancing[/h2]

  • Towers and research districts now clearly indicate with a bright light if they have active laser or pulse cannons installed for defense.
  • Contamination icons are more important than inefficiency icons.
  • Repair icons are more important than inefficiency icons. Also so you can see the rebuild tool in case of destruction.
  • Strange deductions were displayed in the ring menu for districts with optimal quality of life.
  • There is now only a maximum of 3 Xrathul, Assimilators or Pirates at the same time.
  • Assimilators now also attackable with fire, but this has only weak effect.
  • Prevent the opposing factions from spamming the player with diplomatic messages and alliance offers.
  • Warehouses and towers needed a revamp of the method that dynamically lets you drive out of the ground when upgrades are made.
  • The same, broken method had prevented missiles from neatly riding up from the silo in the Space Port when they were finished building. Which made them virtually invisible to players, making mission completion visually difficult.
  • If you had taken over a faction, a city, so far this collected the victory point for it.
  • The mood of the city is now saved.
  • Fire particle effect was reduced from 9×2 to 4 emitters. In addition, it now looks visually reduced so that you can still see something on the planet below.
  • When jumping to a custom city, do not open the tool ring.
  • Damn, all planets had ring?! How long has that been the case?
  • Field marker recolored the colors of the other markers every time.
  • Oceanic water surface was too crinkly.
  • Underwater objects were sometimes faded out too early.
  • Titanium mesh was not set directly.
  • Titanium asteroids on Tuto removed.
  • Some units were rendered gray.
  • Camera movements of cutscenes de-jerked.
  • Terrain-stoneyness locked icon added.
  • Trader spaceships – animation went crazy when hovering.




[h2]Complete Playtest[/h2]

  • Mission Tuto: bars in the supply capsule were missing.
  • Planet Rounos: Joe Dectow’s AI built strange things and sometimes just didn’t do anything it was supposed to.
  • Planet Bora – Planetary shield was displayed above all pyramids.
  • Planet Edora – The mission got stuck at the end sequence.
  • New dialogs that are important to the story can no longer be pushed away as easily as before. As a result, fewer details and info are now lost unintentionally.
  • Completion screens for successfully completed missions no longer overlap.
  • Various fixes for bugs in the missions Joma, Lorian and Magni, which sometimes made them rarely or not at all playable.




[h2]AI Balancing[/h2]

In the future, the AI will be prevented from repeating friend requests. Until now, if you were too nice to them, they would literally bug you with alliance offers.

[h2]Game Setup UI[/h2]

  • A faction says “Hello” succinctly when you select them.
  • Do not show Speaker in Game Setup Editor menus.
  • New yellow Okay Button when you are in the options for setting up a custom game on a single planet for competition and endless play mode.
  • The number of research licenses is adjustable.
  • We moved the UI a bit to the right, so that you can see the place behind menu and character.
  • Minimum and maximum planet temperatures were swapped.




[h2]Sound Optimizations[/h2]

  • World Sounds, Spoken Language and UI Sounds are now separate options. So in addition to the music, everything can be beautifully fine-tuned for individualized sonic enjoyment of Imagine Earth.
  • Pirates, Xrathul, Uplinks and other merchants now have default greetings that come whenever you click on them.
  • “Plink” loading sound built out at the beginning of the game because proven to be annoying.
  • Two different, new voice announcements when you launch into the main menu.
  • The sound effects in the UI now sound more impressive than ever.
  • Volume of speakers turned down so they no longer overdrive.
  • Sound overload removed when you first start the custom game setup.




[h2]List of building panels[/h2]

  • Cleaning tab – move nuclear contamination to the bottom because you can’t do anything anyway.
  • Various Highlight and Comfort tweaks.




[h2]Resource panels[/h2]

  • Population dropdown now includes extensive indication of when a new landing permit will be issued.




[h2]Fixes[/h2]

  • You could blithely wander around the planet with a tower because you could move it within your own radius.
  • It was possible to use the left gamepad stick or the mouse during cutscenes and crash the game.
  • Switching to the new Unity version brought illustrious render and shadow effects. Hard to imagine such a thing.
  • This was also possible in the planet view of the editor.
  • Even with shortcuts you could open unwanted panels.
  • If you pressed the restart button on a planet, you suddenly started with a different number of victory points.
  • Button hover sound was often played twice.
  • Disable UseGuiScale for all fullscreen panels and set optimal size.
  • Whenever a faction said something and the speech bubble closed, the speaker and dialog popped up again briefly in the message panel.
  • Object shadows (except planet): shadow casting for buildings, etc. can be deactivated.
  • Strange striped graphic errors in the terrain display.
  • Black holes – alpha color values of transparent terrain layers corrected.
  • Planet in the main game menu does not rotate.
  • Overglow Sunburn issue after update to Unity 2020.2.7f1.
  • Sea surface hidden colony borders.
  • Operation of different panels, hovering through on planets.
  • UI was lost when loading during a cutscene.
  • Quest icons flicker on planet silhouette.
  • Space was cut off from certain camera angles.


Hotfix #64.6

Hotfix #64.6

  • Fixed rockets and warehouse level 2 sometimes not being displayed
  • Fixed problem with calculation of territory, especially when trying to access resources across multiple frontier buildings
  • Fixed problem in city district mood logic
  • Fixed victory point UI controls
  • Fixed victory point for city take over being given to opponent
  • Fixed noise in planet editor menu
  • Fixed planet temperature problems for old savegames