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The space strategy game being developed has its own page https://store.steampowered.com/app/1401110/Near_Sol A 75% discount will be available for Economica owners. Near Sol will be slightly more expensive than Economica. One of the main differences will be the appearance of factories. The economic cycle will be 1 day. There will also be changes in the social sphere. The POP-unemployed and POP-pensioners will disappear, a new pop - investors will appear (pop is a kind of citizens). A new state will appear - Mars and possibly some other state. Accordingly, there will be both domestic and foreign markets. States will not have their own AI yet. Now the social aspects of the game are being developed: migration, search for POPs of oneself (transition from one POP to another). Before that, the economic system was being developed. Therefore, write how you would like to interact with AI on these issues. The game is expected to go to very early access soon. So that you can see the economic and social features of the game and maybe improve something. Then the systems of ships and fleets will be refined. And on this the skeleton of the game will be completed and the most pleasant part will remain - the plot and the technology tree. Near Sol is a challenging game that will allow modders to create their own "Foundation" and possibly "Star Wars". Subscribe, stay tuned and help the developer with your competent constructive opinion). P.S. if you have any questions, do not hesitate to ask.
Well, now we have come close to creating a Space Strategy and are preparing to take the First Step.
I hope we will do this together with you and with your active participation in the development of the game.
All changes described in the title are available in a separate branch (steptox4).
So what has been done?
Changes in the types of citizens.
The so-called Pops-plants were removed and instead of them Workers appeared as a kind of citizens and Factories as a mode of production.
In the future, this kind of citizens as state workers will be united with ordinary workers.
Thus, state-owned enterprises (Shipyards, Military plants (if they are of interest to players) and infrastructure) will compete for workers with private factories.
Space engineers will turn into just engineers, and they will also be in demand by various enterprises.
(work on this is now underway, as well as on planetary provinces - where citizens will live instead of planets like now)
Factories screen
The factories screen opens in the GDP tab.
The second test state is Mars.
To test the international market, a second test state, Mars, was created. (it doesn't have AI right now).
But playing as Mars, you can build a number of factories - and make Mars rich again!
Mars owns the outer moons, and Earth has a colony on Mercury.
Export and Import.
Import is shown in red.
"Export and Import" and "Factory Screen" open in the GDP tab by clicking on the arrows.
Well, a question for readers and players. What types of citizens should live in a space strategy and what features are you interested in?
P.S. "Weak" user interface.
Now Unity templates are used as the interface (UI), which in 1-2 clicks can be replaced with a modern design. In the future, the Economy will inherit a beautiful UI from the Space Strategy (if it has one, I hope it will).
P.P.S. For the first time, modding was introduced in the game.
Now on Earth you can build 7 types of factories,
on Mars - 4, but on Mercury and the moons it is generally impossible.
If you want to create more production chains when playing for Mars, then these characteristics of the planets can be changed in the "Assets / mod" folder.
But don't make more than 7, because this can lead to errors.
To play for Mars, press the Mars button on the right.
First, most indicators have tooltips and don't forget about F1 for hotkeys, (F12 open guide)
- New skybox. - Improved performance. - new more beautiful characters - some constants and formulas have been changed for better modeling. - a game guide has appeared. - Added statistics on inflation. - 7 years are now available in the demo version! This is enough to defeat the crisis! In the anti-crisis simulator, there are plans to add one opponent. Space strategy development has begun, with a first prototype dedicated to a new representation of planets, a new POP system and production is scheduled for publication in August.
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