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Q&A #1. The future of the Plutocracy

Hello and welcome to our new heading where we will answer the questions you sent us some time before!

[h2]About the game[/h2]

Q: How will the world confront the player, since this opposition looks unconvincing now? Can we fight the government by controlling politicians?

A: Indeed, at the moment, there is practically no opposition to the player. After the demo update, there are many more difficulties and questions that players will have to solve to maintain their empire. In general, after significant updates (politics, and then the stock markets), we will tackle the issue of confronting the player to make the game look more attractive.
As for the fight against the government - yes, you can fight it by controlling politicians, both through lobbying and choosing the people you need for key regional and state posts.

Q: Will we be able to become part of the government (be elected, as a governor)?

A: This issue is being actively discussed within the studio.
In the original concept, we did not plan to make the player a politician, because he is a shadow figure, a manipulator. You don't have to be in plain sight of this. Rockefeller or Morgan were not politicians but took an active role in the country's political life. We want to keep the original idea and allow the player to lobby laws and politicians, being in the shadows, like a true plutocrat.

Q: Right now it feels like the in-game menus are lagging, do you have any plans to fix this in the future because it messes up the game?

A: We devote quite a lot of time to optimization. The game is continuously expanding, and during early access, this can be inconvenient. Still, after the implementation of the main functionality planned by us, we will be able to devote even more time to optimization and solve all the problems associated with it.

Q: Any advice for lenders? Every time I lend money to someone, the characters just refuse to pay, is there any feature that can make them do it?

A: Yes, of course. You need to get in contact with the collector (Mika Pshishtov) - this is his specialization.

Q: When will the game be ported to another engine?

A: We are not currently considering this possibility. The fact is that any game can run with some delays on any game engine, and in general, developers have to deal with these delays on absolutely any engine. By the time the game leaves Early Access, we will try to resolve all optimization issues so that the game feels confident about the minimum possible hardware.

[h2]New features[/h2]

Q: When will global markets such as Asian or European markets be realized?

A: We will start working on the global markets right after all the mechanics for the US are implemented. We need to focus and follow through on all the critical mechanics before using them in other countries and connecting them.

Q: When will more than one opponent be added to the game?

A: We will deal with this issue right after we add the stock market to the game.

Q: Will there be energy companies represented that have provoked the tariff wars?

A: Yes, energy companies are included in our plans. They will be implemented as soon as possible.

Q: Will there be war bonds and global economic events?

A: The economic impact of war is a severe topic, and of course, we are going to uncover this connection in the Plutocracy.
Global economic events also will be featured in the game. We will deal with them after we have implemented all the fundamental mechanics of the game.

Q: How do you see the stock market work?

A: It would be too difficult to describe the stock market mechanism in a short answer format. We already have a working prototype that was tested long before the game went into Early Access, and we will build on it anyway. The real work of the stock markets will undoubtedly be discussed in one of the future dev diaries.

Q: Will we see a political update? When are you planning to release it?

A: Of course, you will be able to see a political update soon. We plan to release this update as early as September or October. With a fully fleshed out and working political system, with elections and laws.

Q: Will there be a stock market split and a reverse split in the game?

A: Stock market split and the reverse split is a relatively simple thing to implement. So far, this is the first request for such a topic, and if it gets community support, it will indeed be implemented.

Q: Will there be automation tools? (managing a group of companies by hired managers, rearranging technologies, automatic processing of typical events such as accidents, strikes, etc.)

A: Yes, we want to implement something like this to improve many of the mechanics responsible for running the company.

Q: Will there be controller support in the game? (has a lot of clicks so that controller support would be a good idea)

A: This is the first request we’ve had for that. We could explore the possibility of adding it sometime in the future.

Q: When can I chase Rockefeller?

A: After the sandbox mode is more fleshed out, we plan to start making a singleplayer campaign against Rockefeller.

Q: When will sandbox mode become more functional?

A: We hope to be able to finalize the sandbox and fundamental mechanics this year. Also, at the moment, we are striving for the maximum of those opportunities that are currently blocked.

Q: Will economic simulation ever deepen?

A: Yes, we have plans to deepen the economic model of the game further, but at the moment, we are focused on politics, so we will return to finalizing the economic functionality immediately after it.

Q: Are there any more plans for a global map? If so, will other countries differ to what extent, which businesses will be available? If not, what are the differences?

A: Yes, there are such plans, and we see the solution in assigning specialization to countries in one or another type of company so that the player interacts with the world.
For example, if you are building an oil monopoly, you will need to interact with countries engaged in the extraction and processing of oil.

[h2]About the studio and our plans[/h2]

Q: How did the developers come up with the concept / idea of ​​the game?

A: The idea was born out of Theodore Dreiser's trilogy “The Financier”, the biographies of the early billionaires, and the study of phenomena such as plutocracy. The influence of this phenomenon on the entire history of humanity, in our opinion, is invaluable, and until now, its whole essence remains undisclosed to the end.

Q: What are your expectations for the game in the future?

A: We would like to see Plutocracy become the best political and economic simulator of its kind. At the same time, we strive to make sure that a high degree of replayability is achieved.
We will consider our goal fulfilled if the game is not just fun, but also the purpose of educating people in a way that will be useful.

Q: Could having more working hands help the game?

A: Yes, but we are limited by budget, so at the moment, we can ourselves attract more developers to speed up the process. Over time, we plan to expand, but this will depend on the games and their success.

Q: Do you work on the game full time?

A: Almost the entire team is working full time, so we are as focused as possible on the game.

Q: Who are these guys making my favorite game? Where is your studio located, and what prompted you to make such a game?

A: Our head office is located in the Siberian region of Russia - Barnaul.
The idea of ​​the game was hatched for about seven years. We did not see similar games that would convey the role of individuals in economics and politics, their connection with each other, often through corruption and lobbying, as authentically as possible. We also wanted to play a more realistic simulator, where the player not only buys or sells something, competing at the production level but also uses all the levers in the form of political pressure. We wanted to create a model based not just on numbers but also on people because the human factor in real life means a lot when reaching high levels of financial power.

Q: What are you planning to add to the game that hasn’t been announced yet?

A: Let this be a surprise, but we can say that some ideas are born during the development process or when communicating with the community.

Q: Is this the only project the studio is working on?

A: Yes, we are focused only on this project now.

Q: When is the release planned for (v 1.0)?

A: Our aim isn’t to release it from Early Access as soon as possible just for the sake of it. First of all, we want to make it as playable as possible, and until we are 100% sure of its playability, we will work on it. It should be worthy of the title of “Full Release”.
As for the question, in an extremely optimistic scenario, we could consider the possibility of leaving Early Access at the end of the year.

Q: Are there any unsolvable problems?

A: Not unsolvable but difficult.
Globally - multiplayer. We have discussed how to implement it, but have not yet come to a common point of view on how it should be arranged, so we have postponed the solution of this issue to a later date.

Beta branch launch and 0.192.113 update

Hello!

We decided to launch a new experimental beta branch for users. It will contain content for future updates so that you don't have to wait long for upstream updates.

If you want to see a more stable version, you can wait to update the main branch of the game without downloading the beta version. We decided that it would be better to choose because the beta is updated more frequently, but it is still experimental. It may contain content that will not be presented in the main branch, that is available by default.

What's in the new beta:

[h2]Fixes[/h2]

Critical errors:

- Some game crashes that occurred in previous versions / FIXED

Vulnerabilities and balancing:

- Rebalancing character loyalty
- Rebalancing the influence of characters
- Rebalancing the economy

Minor bugs / complaints:

- Now when you are changing company parameters, there are hints if the action is blocked
- The arrows in the company statistics window now more accurately reflect what brings the company a profit and what is a loss

[h2]New[/h2]

- New character avatars and more customization
- Influence reworked. It is now spent on various actions and restored at the beginning of each quarter
- Visual overhaul of the loyalty
- Added character reputation
- Choosing a reward for fulfilling a character's ambition
- New types of companies - Mining and Metallurgical
- When you hover over the ambition icon, you can now find out exactly what the character wants without revealing ambition
- Unique trait - Selective - Characters with this trait will refuse to meet with you if your Reputation is lower than theirs.
- Game performance improvements

Besides, we are currently finalizing work on the politics, as well as a new version of the tutorial and reworking of in-game tips. We have quite a lot of new features planned for future updates since we have finally dealt with most of the optimization problems, so the next updates promise to be more fundamental.

Now we're going to tell you how to get access to the beta branch of the game.

First, go to your Steam Game Library. After that, find Plutocracy in the list of your games, and right-click on the name of the game, you will see the following menu:



Select "Properties..." from this menu and go to the "Betas" tab:



On this tab, open the drop-down list and select the available beta version of the game (names may vary):



After choosing a version, the game will start downloading a new update, and you only have to close this window and wait for the download to finish, after which you can start the game :)

Dev diaries. Real relationships

It's been a while since the last dev diary but here we are again, we got some interesting changes coming that we want to tell you all about.

First of all, we’ve continued to work on optimization, older computers should have an easier time running the game now, we hope that by the next update we’ll be able to get rid of a large part of the problems in this area. Finally making us able to complete the political system.

We’ve also worked on some important changes, perhaps the most important is the reworking of loyalty and ambition rewards. You can now choose what reward you want when fulfilling a character’s ambition:



The potential rewards you can choose from range between a simple loyalty boost or unlocking an agent to government contracts or subsidies. Of course what rewards you can get depends on which character you helped.

                          

We’ve also fleshed out the relationships with other characters. It’s now a more involved process to become friends with others or conversely to end feuds.

The loyalty bar has been overhauled, there’s now 5 hearts, either in green or red to show how close of a friend (or enemy) you are with others.

We’ve also reworked how influence works, it became quite obvious to us that most players accumulate so much influence that the resource becomes trivial. We’ve tried to fix this by making more types of actions like using agents or entering negotiations cost influence. But to make sure this doesn’t become a handicap later in the game we’ve made it so that influence regenerates every quarter. The amount of actions you can make every quarter therefore has a cap which will grow in accordance to your influence.

To accompany the influence and loyalty rework we’ve also added a new resource - Reputation.

Reputation is a measure of your character's decency and trustworthiness. If it dips too low most characters will refuse to negotiate with you. Those that you can make deals with will require more influence to get a good price. Your enemies will also have an easier time finding incriminating evidence.

This works both ways though, you can only find incriminating evidence on characters with a negative reputation. The worse their reputation the higher the chance of finding something interesting.

That being said the Chief of Police can still give you a decent chance to find something good on a character with a squeaky clean record. The Journalist can also help lower their reputation by manipulating public opinion. This becomes way easier if you already have some form of blackmail, with just one article the journalist can destroy someone’s reputation.

Additionally, there’s a new trait - Shrewd. Someone who’s shrewd will see through you and will not trust you enough to negotiate if you have a lower reputation than them

Now moving on, we’ve also added 2 new company types. Mining and Metallurgical:

                                                                                     

Mining companies extract ore and various types of minerals from the earth in order to then sell these resources to Metallurgical companies.

Metallurgical companies make steel and other metals from ore. These metals are essential for laying rails or building new steam locomotives used by Transport companies.

Thus, Transport companies will no longer be able to get around companies from other sectors simply because they did not have sufficient costs. Creating a more integrated economy.

We’ve also delved deeper in balancing companies. We can now say that all companies seem to have become reasonably equal in potential losses and profitability, so that you no longer have to choose companies from the most profitable sectors.

The last thing we’d like to talk about is the rework of character portraits. It’s a large undertaking but when done the portraits will be much higher quality and we feel it will fit the game’s atmosphere better, so you can see the changes:

                         
                         

                         
                         

                         
                         

Well that was all for this time, we expect to release the next update some time in the coming weeks, until then we wish you all the best!

Update 0.192.5 is now available!

[h2]Fixed:[/h2]

Game Breaking bugs:

- Crash when M&A / Fixed
- Crash when changing quarter / Fixed
- Crash when double clicking exit in negotiations / Fixed

Exploits and balancing:

- Now you can not lose more than $10M in the events "Train Delay", "Bandit Attack"
- Dividends of companies at the start of the game now depend on the selected difficulty level

Serious errors:

- Incorrect calculation of income from loans / Fixed
- Selling items of other characters / Fixed
- An error with the movement of the character, which led to the inability to continue the game / Fixed
- Incorrect work of ambitions to sell items / Fixed

Minor bugs / complaints:

- Loyalty for fulfilling the "Campaign Financing" ambition was not calculated correctly / Fixed
- Some errors in layout / Fixed
- Display errors with a large number of shareholders in companies / Fixed
- Cars did not appear after 1900 / Fixed
- The menu in the game does not close according to ESC if the player has entered one of the submenus / Fixed

[h2]Being worked on:[/h2]

- Political system
- Characters being able to support or oppose the player
- Negotiations with CEO
- Rework of votes
- Negotiation redesign
- New types of companies

Update 0.192.0 is now available!

[h2]Fixed:[/h2]

Game Breaking bugs:

- Various rare crashes / Fixed

Exploits and balancing:

- Economy rebalancing
- Influence rebalancing
- Mergers can now only be held in the same state

Serious errors:

- During a merger, company loans were debited from the accounts / Fixed
- Error with prices when selling items through ambition / Fixed
- Error with items price on auction / Fixed

Minor bugs / complaints:

- Errors in map filters / Fixed
- Other minor bugs / Fixed
- Menu buttons are now locked until the menu is fully loaded
- Character finance window improvements

[h2]New:[/h2]

- Patronage system
- Macro indicators of state economics
- Reworked technologies in companies
- Two new states - Ohio and Pennsylvania
- Game performance optimizations
- Influence can now only be earned by collecting items, financing election campaigns and patronage
- New filters in Character rating
- The "Rating" window has moved, now it is in the "Characters" tab (the former "Agents" tab)
- Finance window in company statistics
- The skill "Trade" has been reworked
- The company statistics tab now displays the demand for the goods that the company produces (replacing the Experience card)
- Minor rework of voting, new votings in companies
- Added Chinese localization (partially, readiness ~ 80%)


[h2]Being worked on:[/h2]

- Political system
- Characters being able to support or oppose the player
- Negotiations with CEO
- Rework of votes
- Negotiation redesign
- New types of companies