BIG UPDATE 1.1 - Sandbox mode, building automation and three new difficultiesHey!
Im glad to release the first mayor update after the launch on February 12th today!
Sandbox mode
One of the most requested features was a sandbox mode to create a new experience besides the world mode. Its now possible to setup a custom game setting and play a game occasionally. In case you don't want to make up the settings by yourself you can start a game with random settings to be surprised when starting a new game.
Please note that the sandbox mode is in a preview mode since its very hard to test. Feedback is very welcome and the mode will of course be maintained and improved.
Automation & difficulties
The next feature which has been requested quite often was adding
difficulties. Some players reported the game is very easy at the beginning but very hard lateron. Ive tried to work on that by adding different difficulties. And its very close to the third feature which is
automation.
There are now three different difficulties which all have influence on the gameplay:
New tutorial system
I also tried to improve the initial tutorial system since it was not intuitive for everyone. The previous system is still included but there now also is a guided tutorial in case you haven't completed any level. The first level in the world mode - in our case Switzerland - will be started with the new system and will guide you through the first steps and the most used mechanics in the game.

Here is the full changelog for
version 1.1:
- Three different diffculties with different request times and level behaviour
- New sandbox mode to play free games with random or self-made settings
- Added more automation (for trade, industry and storage buildings)
- New guided tutorial system for getting used to game mechanics
- Added cooldown for "Storage full" messages
- Some bugfixes
Next up will be the
online best-score system which will be available in April. The
roadmap has also been updated on the store page.
Thanks for reading and enjoy!
Cheers, Christian
[ 2021-03-18 06:33:39 CET ] [ Original post ] Mini Countries is a level-based strategy puzzle game where a resource transport network must be built for a country.
Each level stands for a country that has different resources and characteristics. An ever increasing number of cities requires skill and good planning to meet the global demand for resources for all cities. Points can be earned by transports and generated knowledge, which in turn can be invested in the transportation network to keep your country's demand up.
The most important functions in summary:Trade buildingsThese can be placed in resource areas to produce that resource.
Unlocking new resourcesResources are not available for each level as usual, but must be unlocked by knowledge points. Unlocking a resource increases the cost for the next resource to unlock. For this reason, it is important to think carefully about which resources you should unlock and which you should not for the moment, even though they might have other advantages.
Construction of storage buildingsThe production of resources can quickly bring commercial buildings to their capacity. If the own storage is full, no more resources will be produced and you have to wait for the next production cycle. To optimize supply chains and avoid supply bottlenecks, the construction of warehouses is essential. Their large storage ensures the transport of resources even across several cities.
SeasonsEven in Mini Countries not only the sun shines. In view of the four seasons, the resource production must be planned to avoid bottlenecks. Not every resource can be produced in every season so without planning a winter onset can quickly lead to a loss of level.
City upgradingAs the number of inhabitants in the cities increases, they demand an upgrade to the next level. It is now possible to distinguish whether a city is a workers' city or a science city. Here one can choose between production advantages compared to the production of knowledge.
IndustryAs cities get bigger, the demand for better resources also increases. These cannot be produced in trade buildings but require new industry buildings. These are available in different stages of construction to create a new one from one or more resources.
MarketplaceThe marketplace is an additional building that allows the quick exchange of points. So here you can exchange transport for knowledge points (and vice versa).
PortNot every resource that is demanded in a level can be produced with the available resources. Therefore, the port offers the possibility to import missing resources and - if necessary - to export excess resources in order to gain transport and knowledge points.
...and much more.
Mini Countries is inspired by games like Mini Metro and Anno 1800.