





Hey everyone, Another update is here! Let's take a quick peek at what's happening: 1. We added a new feature, the building-state mechanism. When you start the game, rather than starting with absolutely nothing, you will start with some damaged buildings (damaged during the raid in the story). Repairing these buildings will be cheaper than starting from scratch. Salvaging a building will get you some resources. Since buildings can be damaged, we have revamped the building state system to follow a "building condition" statistic. A building's condition goes down after some time, particularly during big events like floods and blizzards, but idle builders will do maintenance work on their own, so it's a good idea to keep builders around even if the building queue is empty! 2. Two new civil policies: Auto Repair, Auto Upgrade - builders will add repair projects if there are none in queue and there's something to repair. Auto Upgrade means builders will find something to upgrade if there is sufficient resources for the upgrade and there are no upgrade projects in the building queue. 3. New tech: Frameworking, which unlocks the Joinery building and the Joiner job. Joiners will produce Material Sets (Wood) which is replacing some Lumber in some of the more complex buildings. The concept here is that a lot of the framing and paneling can be done ahead of time. Currently the only way to obtain Material Set (Wood) is by producing it, in a future update we will see to it that it is obtainable via other means as well. 4. Tweaks to the exp rate. As you've probably noticed, it doesn't take long to blaze through all of the upgrades. We felt this speed was uncharacteristic (in some cases, getting sufficient exp for another tech point in a month of time). We are aiming for a nice balance such that late game isn't a huge wait between new tech, but at the same time we want to make sure early/mid game isn't too easy with the breakneck tech advances. 5. Tweaks to building sizes and construction time: some buildings have been sped up, some have been slowed down, some sizes have been increased, some decreased. This should not affect any buildings you already have, only new construction. 6. When buying resources, the distance to a trading guild has been replaced with an estimated time to get to said trading guild. This change is made in anticipation of a mechanism that will alter the expected speed (road conditions, bandits, etc). 7. Fixed a bug where pickled vegetables were being consumed even though the player has specified it should not be consumed Thank you for reading! If you have any questions, feel free to comment below! dSolver
[ 2018-07-15 04:17:41 CET ] [ Original post ]
- Prosperity Linux 64 [339.58 M]
- Prosperity Linux 32 [343.45 M]
Awesomeness is the key measure of you as a ruler. Awesomeness is influenced by an increasing number of factors as you progress through the game. Having positive awesomeness attracts workers to your village, having negative awesomeness pushes people away, potentially leading to the breakdown of your society.
Put your workers to work in different buildings which grow, produce, or refine for some benefit. Over time you'll get a sense of which resources are renewable and which are not. Being able to balance progress and growing demand with the availability of resources will be crucial to your success as a ruler.
Upgrade your buildings, learn new techs, find new trading allies, improve your city, bring Prosperity to your village.
- OS: Ubuntu 14 or higherMemory: 2 GB RAMStorage: 800 MB available space
- Memory: 2 GB RAMStorage: 800 MB available space
- Storage: 800 MB available space
- OS: Ubuntu 14 or higherMemory: 4 GB RAMStorage: 800 MB available space
- Memory: 4 GB RAMStorage: 800 MB available space
- Storage: 800 MB available space
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