Development Update
Hi Everyone,
Just wanted to share some progress we’re making on the next update, tentatively called Infrastructure II. It’ll include some new stuff and also lay some groundwork for our future AI Rivals update. Here’s a preview of what’s coming up:
We’re adding a few new infrastructure themed buildings for this update. We’ve got a a Firehouse coming up that employs very effective professional firefighters. We’re also adding a wooden gate:

The AI rivals update needs a lot of tech changes and we’ll be rolling some of those out early as we finish them. The first early tech change we’re launching for this Infrastructure II update is a rework of the map generation.
We're working on a new algorithm based on your feedback, with these goals in mind:
Here's a sample of one of the maps generated by the new work-in-progress algorithm:

If you've got other ways you'd like to see the map generation improved, head over to the discord and @ me (@Pete)!
As mentioned above we’re reworking the map generation algorithm to work better for AI rivals. We’ve also been making progress on the city building AI system the rivals will use.
This is still very work in progress and not ready for primetime, but here’s a video of how the city building AI in action: https://streamable.com/ryuam
In the video, on the right you can see some debug display for how the AI is planning out the city. You'll also notice the roofs are a different color! While this won't be in this Infrastructure II update, we wanted to show the progress we've been making for the AI rivals.
Until next time,
-Michael & Pete
Just wanted to share some progress we’re making on the next update, tentatively called Infrastructure II. It’ll include some new stuff and also lay some groundwork for our future AI Rivals update. Here’s a preview of what’s coming up:
Firehouse, Wooden Gate, and more:
We’re adding a few new infrastructure themed buildings for this update. We’ve got a a Firehouse coming up that employs very effective professional firefighters. We’re also adding a wooden gate:

Map Generation Rework + Size Increase
The AI rivals update needs a lot of tech changes and we’ll be rolling some of those out early as we finish them. The first early tech change we’re launching for this Infrastructure II update is a rework of the map generation.
We're working on a new algorithm based on your feedback, with these goals in mind:
- Guarantee landmasses are not too close to each other, aiming for minimum 10 tile distance
- Landmasses guaranteed to be above a minimum size
- More interesting landmass shapes
- Bias fertile farmland towards water
- Higher chance of interior lakes, bays, and setting up rivers.
- Total map size a bit bigger, and the number of usable tiles (tiles that aren’t deep water) will increased compared to the current version.
Here's a sample of one of the maps generated by the new work-in-progress algorithm:

If you've got other ways you'd like to see the map generation improved, head over to the discord and @ me (@Pete)!
Rival Kingdoms Progress
As mentioned above we’re reworking the map generation algorithm to work better for AI rivals. We’ve also been making progress on the city building AI system the rivals will use.
This is still very work in progress and not ready for primetime, but here’s a video of how the city building AI in action: https://streamable.com/ryuam
In the video, on the right you can see some debug display for how the AI is planning out the city. You'll also notice the roofs are a different color! While this won't be in this Infrastructure II update, we wanted to show the progress we've been making for the AI rivals.
Until next time,
-Michael & Pete