TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )



Name

 Near Sol 

 

Developer

 LTide 

 

Publisher

 LTide 

 

Tags

 Strategy 

 

Simulation 

 

 Early Access 

Release

 coming soon 

 

Steam

 € £ $ / % 

 

News

 17 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/1401110 

 
Public Linux depots

  [82.29 M] 




LINUX STREAMERS (0)




Customs Duties

A game update was recently released, and new mechanics related to foreign trade appeared in it.

Clicking on the [Trade] tab opens the duties menu.



In-game tariffs can only be imposed on imports. And the export of any product can be banned altogether. When a duty is assigned, residents buy goods a little less, but not always.

Lets say a resident can buy 20 units of wheat, he buys 10 on the domestic market. When a fee is assigned, this part does not change. As for the part that the resident imports, when a duty is imposed, the residents interest in it is reduced. The reduction in imports is equal to the assigned duty. Therefore, I limited the amount of duties to 10.
(In this example, the resident will want to buy only 19 units of wheat, since 10 = imports, which are reduced by 10%)

Thus, the imposition of duties will lead to more money remaining in the domestic market! In theory.

You can assign all duties at once (Using the slider below). Or set up the duty separately (To do this, click on the duty amount).
The gear icon means that the duty is configured separately. (Click!)

[h3]The export of goods can be banned altogether![/h3]
To do this, click on the place where you see the red stripe.



What is that factory icon on the left? This is a hint in case you are wondering: Wont duties lead to bankruptcy of our manufacturers?
If manufacturers use the product, such a hint will appear!

I hope managing fees will be useful to you in the game. Ask questions if you have them, like and dislike!

P.S.
The next game update will be dedicated to spaceships. I'll add some standard orders to them and the AI will be able to somehow control them. I will rebalance the weapons and change the concept of ship movement.


[ 2023-09-14 08:25:45 CET ] [ Original post ]

New faces

Characters got new faces, hairstyles and eyebrows)



Even bald characters have appeared


The plans for the next month are to add duties to the game and remove excises. After that, the main mechanics will be completed and it will be possible to invent a game.




[ 2023-06-11 15:12:54 CET ] [ Original post ]

patch 2023-June-11

Changes:
-New character faces
Bugs fixed:
-Fixed bugs related to saving the game


[ 2023-06-11 13:38:05 CET ] [ Original post ]

Investors and the new system of needs

[h3]Investors.[/h3]
Recent patches have added an investment process to the game. When building factories, investors look at the need for goods and the availability of resources. Investors are pretty stupid. A long time ago when the inhabitants began to migrate and move up the social ladder, they did it quite chaotically, and today I'm happy with how they do it. In 3-4 months, investors will also become wiser.

When the factory runs out of money and resources, the investors give the factory some money. This is reminiscent of the spending column - "help to the poor", which also allows small businesses to restore work.

[h3]Education. Goods. Needs.[/h3]
For the production of each product, a certain level of education is required. Now it also affects the added value.
(In the future there will be a hint on the required education).
It turns out that the production of more complex goods gives more money.
Now people with different educations have different needs. Higher educated residents make more expensive purchases.

[h3]Investor needs.[/h3]
In the previous patch, investors were accumulating money and this led to a drop in turnover.
Investors now have dynamic needs, and as wealth grows, so do their needs.
First of all, luxury needs like caviar are on the rise.

[h3]UI[/h3]
The GDP tab has changed a bit. Previously, only "world" production was available on the right. Now this panel can be expanded and see the "global" demand.

The tab "resources of the planet" has changed a bit. Now only those resources that can be mined on the planet are visible.

Also, information about the content of the city / province / planet appeared - now these are the salaries of civil servants.

[h3]Game development.[/h3]
I had a little vacation so the development of the game slowed down, now the vacation is over - and that's probably good news!


[ 2023-04-14 18:08:49 CET ] [ Original post ]

patch 2023-April-12

AI
* Investors in some cases subsidize shutdown factories

Changes:
* needs now depend on education
* goods that require unskilled labor fell in price, and highly skilled ones became more expensive
* investors now have dynamic needs (they are higher if investors are richer)

UI
* slightly changed the list of resources of the planet (only those that exist are shown)


[ 2023-04-12 16:33:25 CET ] [ Original post ]

patch 2023-February-01

AI
* Improving the AI of residents in
- migration
- movement in the social ladder

Changes:
* the architecture of the game has been redesigned for a more advanced social movement
* education now restricts types of goods
* investors started investing
* the price of mechanisms has doubled

UI
* the list of residents has become more convenient


[ 2023-02-01 16:28:39 CET ] [ Original post ]

Cities and a common market. January plans.

[h2]Cities[/h2]
The concept of cities came to me because I didnt like the idea of Victoria 2, which is related to the fact that the more diverse the population of the province, the more diverse the goods the population produces. Is it possible to make it so that our residents are the same - of the same nationality, but they produce different goods? Thus the idea of cities was born.

Cities in different areas are suitable for life in different ways. In a zero city on Earth, 2500 inhabitants can live, on Mars - 50, and on the poles (planets of all types) - 300. There will be a bonus in the area - a "convenient place" that will increase this starting level.

To avoid micro-management, building on Earth will give you 10 city levels at once. Level 1 city will give a place to live for 1000 people, which will increase the starting level.

In Antarctica, building a city would be an expensive undertaking that investors might invest in once they have AI.

[h2]Common market.[/h2]
We have a primitive diplomacy that allows us to somehow work with the common market.
The plus sign button includes in the common market, and the minus sign excludes it.


[h2]Some ideas.[/h2]
I had the idea of worker-residents who would be hired by small businesses. According to the popular belief that small business creates a lot of jobs, maybe later I will return to this idea.

I also have an idea that a small business in a big city, let's say level 20, can produces 2 or even 3 types of goods. That is, there will be 2-3 POPs of the same nationality, but they will produce different goods. What do you think of it?

We will return to these ideas in the future.

[h2]What do I want to do in January?[/h2]
In January, I will focus on the AI of residents and investors.

Residents will consider a variety of issues when moving to other locations. And they will be smarter to move to other strata.

The emergence AI of investors will mean that the game will gain some playability,
because the player will have competitors.

If there is time, I will redo the appearance of the characters.


[ 2023-01-05 13:41:24 CET ] [ Original post ]

patch 2023-january-01

AI
*Improving the AI of residents in
- migration
- movement in the social elevator


[ 2023-01-01 14:30:44 CET ] [ Original post ]

patch 2022-december-30

Bugs fixed:
*fixed a bug due to which the menu of factories sometimes did not open
*fixed a rare bug that caused a slight decrease in the total amount of money


[ 2022-12-30 16:05:49 CET ] [ Original post ]

patch 2022-december-27

Big changes:
*added primitive diplomacy for the common market(but there is no AI yet
-the computer always agrees)
*city mechanics added
*New Powers: Mercury and Titan

Changes:
*New character generation system(but their appearance is still old)

UI
*added a button to build factories and cities from the planet menu
*new hints for cities
*many lists are now scrollable with the mouse


[ 2022-12-27 14:51:52 CET ] [ Original post ]

Residents, production and plans for the near future.

A little over a month has passed since the release of the game in early access, so let's summarize some results:

* Nationalities have appeared in the game. Residents will move in search of a better life. And it will be interesting for us to find out where and from where the residents go. Therefore, I added such nationalities as Eurasia, Africa, America, the Moon and the like to the game, in the future there will be other nationalities. (Migrations and social movement are already in the game)

*Secondly, I added education to the game.
Levels of education:
- Not(education value <50)
- Primary(50)
- Higher(100)
- Scientists(200 and above)
Education affects the social movement of residents: To become an engineer, a higher education is required, and a skilled worker will do even an elementary one.
In the future, investors will receive paid education in addition to free education, i.e. will learn faster. Education will also impose a constraint on small business opportunities. Without education, it will not be possible to make microchips!

*Now you can build infrastructure and a space shipyard in the game, in addition to factories. Why infrastructure is needed, I will write a little later.

*Common market mechanics have appeared in the game, so in the future it will not be necessary to conquer someone, you can somehow try to cooperate. Primitive diplomacy that allows you to include and exclude from the common market will appear in January.

Before moving on to plans for the next month, I want to cover two topics: production and residents that are already living in the game.

The production of one inhabitant in the game is considered as follows:
defect-free ratio * (production efficiency + number of mechanisms * mechanism efficiency).
infrastructure will reduce defects (food spoils less), and traditions will also reduce it (the resident already knows what leads to losses). For residents who are engaged in complex production, the impact of infrastructure on defects will be less and education will have an additional impact.
Now the production of the inhabitant is 1 and the production of the mechanism is 2. I'm seriously thinking of making 0.1 for the inhabitant and 1 for the mechanism. But I'm still thinking about it.

[h2]Today's residents.[/h2]
Right now there is a small business in the game. These residents can do whatever they want and mine and craft, and even in the future, carry out calculations.
The game has workers and engineers. These residents appear where there are factories, space shipyards and infrastructure. Here I have a conceptual question, let's say we deleted the factory and now there is nowhere to work. What should we do with these residents? This is not a technical question, but a conceptual one. Initially, I assumed that the capital would be the city where there are government buildings. But let's say the player removed the buildings, what should we do with the residents-officials, will they be unemployed or can they go somewhere? Do we need buildings for the military, or let them, like officials, appear in the capital?
* * *
Now investors receive income from all over the planet, I want to close them to their province. This will allow modders to make 4 independent states on Earth. For example, the USA, China, the European Union and some other!

[h2]Plans for the next month.[/h2]
I want to add city mechanics to the game. which may need to be expanded. Change the appearance of the characters. They will appear not in the country, as it is now, but in the province, and the number of inhabitants will affect the number of characters, Some analogue of the feudal court with an elected leader, political positions (for example, parliamentarians). I want to add primitive diplomacy to the game to work with the general market.
I hope you enjoyed reading this as much as I enjoyed writing it.


[ 2022-12-07 14:27:16 CET ] [ Original post ]

patch 2022-december-03

Big changes:
*added mechanics of the common market(but there is no diplomacy yet)
*Io and Earth are in the same common market


[ 2022-12-03 16:44:33 CET ] [ Original post ]

patch 2022-november-21

Big changes:
*nationality was added (to check migrations - no assimilation yet)
*education was added
higher education is required to become an engineer

bugs fixed
*fixed position of stars in some binary systems


[ 2022-11-21 17:49:27 CET ] [ Original post ]

patch 2022-november-12

*added the ability to build other buildings (in addition to factories)
*now you can build infrastructure and a space shipyard.
*improved satellite location (before they were too close)
*engineers now appear too


[ 2022-11-12 15:07:08 CET ] [ Original post ]

patch 2022-november-5

Star map rotation now works correctly.
Resource generation on Earth now happens correctly
Fixed a bug that occurred when the budget deficit was too large.


[ 2022-11-05 18:35:58 CET ] [ Original post ]

patch 3.11.22

Fixed "New Game" bug.


[ 2022-11-03 17:56:39 CET ] [ Original post ]

First Look

Hi all!
Space strategy game Near Sol is coming to early access.
The main highlights in the game will be the socio-economic life on the planets and the ship designer.
Planets can have multiple provinces. Cities are located in the provinces. People live in cities. Typically, this is a small business.

For the appearance of other types of citizens, it is required to build factories or other buildings.

The name of the first city in the province is the same as the name of the province. It's like an agglomeration or small towns, you can't build factories here, but you can build roads or infrastructure, it's like an empty space between cities.

The second city is the provincial capital. Here it will be possible to build government buildings, as well as capital types of citizens and characters of the province will live there.

The remaining squares are convenient places for building cities or rich deposits. Here it will be possible to build factories, space shipyards, barracks, fortresses, scientific institutes and universities. I also think that investors will be able to build mines and large agricultural complexes there.

Building a city on the Moon or on Mars would cost a lot of capital, and would be sort of like Habitat in Stellaris. But people can organize small settlements themselves. And at the poles there will be some bonuses for living and building cities.

This icon indicates the level of the city.

The game has such cities as Rio de Janeiro, Barcelona and Trump City. This is due to the fact that I'm thinking of adding resources such as seaside vacations, eco-tourism and casinos. I also want to add Engineering (engineering calculations), construction, and building materials. And what kind of resources would you like in a space strategy?

When creating the game, I came across such an interesting fact that the Jupiter's largest moons is larger than Mercury and this is reflected in the game. On large moons, it will be possible to build 8 towns and on small ones 6.

The next build is expected on December 1st. I will add Economic Spheres (Common Market) and Nationalities as it is interesting to trace the migrations of the inhabitants. It will be possible to build not only factories but also other buildings.

Your opinion about goods, buildings and types of citizens in the game is very interesting.


[ 2022-11-01 17:15:12 CET ] [ Original post ]