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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!)
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.
Changes: -New character faces Bugs fixed: -Fixed bugs related to saving the game
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)
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
AI *Improving the AI of residents in - migration - movement in the social elevator
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
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
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.
Big changes: *added mechanics of the common market(but there is no diplomacy yet) *Io and Earth are in the same common market
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
*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
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.
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.
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