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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hey everyone, Happy New Year! Now that bellies are full and holiday stress is over, let's dive back into routine with a new update. In addition to posts here, from now on I will (try to) keep a changelog over at https://home.prosperity-game.com/changelog * New feature: Market Auto-sell on District Improvements. Once a Market is built in a district, the player will be able to toggle goods produced in the district to auto-sell. This feature figures out what the district produces by keeping a running list of goods produced via each improvement * District Improvement changes: * Compost Yard - will now provide Food points to a district instead of increasing efficiency of farms * Road to Capital - Reduced the prerequisite district stats, replaced Explorers Guild with Porcelain Tower * District Upkeep cost adjusted, will now have a base cost to upkeep districts to discourage creating too many all at once * District Details UI - now displays a badge beside each stimulus package if there is currently any time left on a stimulus pack * Districts are now prone to flooding if there is a river zone in the district. Flooding can kill inhabitants and will delay production * New District Improvement: Levee - can be built on district zones with a river, reduces chance of flooding. * New District Improvement: Stables - are built in the Core of a district, once built it will provide a productivity boost of 20 for every farm built in the district * Fixed an issue where a district improvement in ramp-up mode produced negative goods * Fixed an issue where district efficiency could potentially become negative * Fixed an issue where 2nd floor (and other building upgrades that added housing capacity) wasn't adding any housing * Fixed an issue where the upgrade toggle on a building card reset itself if the building was not marked as being upgradable * Fixed an issue where starting a project called for 1 more worker than listed in the project card * Fixed an issue where the commission on the trading screen was incorrectly calculated * Fixed an issue where typing the amount of goods to sell did not trigger an update on calculating what the total gains should be * Granite and a number of other exotic resources are now able to be sold through the Sell tab of the Trading screen * Overflow penalty for warehouse will now be more prominent by adding a debuff marker. Overflow penalty will now scale when population < 100 * Increased base salary of Constables, constables will now provide a static increase to security awesomeness * Sleeker UI for setting up a game, added potential for more professions to be added * Behind the scenes: Modified the food history so that annual food consumption will be recorded in a separate archive, which reduces memory needs to store food history in total
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