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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.

Today's residents.


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!

Plans for the next month.


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 13:27:16 CET ] [ Original post ]



Near Sol
LTide
  • Developer

  • LTide
  • Publisher

  • coming soon
  • Release

  • Strategy Simulation EA
  • Tags

  • Game News Posts 17  
    🎹🖱️Keyboard + Mouse
  • Controls

  • 1 user reviews

    (1 reviews)


  • Review Score

  • https://steamcommunity.com/app/1401110/
  • Website

  • https://store.steampowered.com/app/1401110 
  • Steam Store



  • [82.29 M]

  • Public Linux depots

  • Near Sol is a space strategy game developed by an Indie developer. There will be a lot here: from the design of spaceships to your interaction with domestic and foreign markets, resource extraction and production of goods.

    Will there be characters in the game and what role will they play? This question we have to solve together. Together with the question of the technology tree and the system of goods-resources.

    The game will take place in the solar system and the nearest 30 stars.

    Lead a space power, small or large. Find the resources you need, or create an economic union with neighbors, organize production the most demanded goods. Make money. Show pirates and aggressive neighbors who are chief in your star system. Take care of the ecology of your world, wealth and happiness of the inhabitants.
    MINIMAL SETUP
    • Processor: Intel Core i3-530Memory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: GT 1030 or equivalent
    RECOMMENDED SETUP
    • Processor: Intel Celeron G4900Memory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: TBC
    GAMEBILLET

    [ 5949 ]

    16.95$ (15%)
    1.67$ (16%)
    3.75$ (75%)
    9.00$ (70%)
    46.19$ (16%)
    24.87$ (17%)
    32.95$ (18%)
    3.00$ (80%)
    30.36$ (24%)
    10.00$ (75%)
    6.00$ (80%)
    9.77$ (51%)
    7.00$ (65%)
    19.97$ (20%)
    2.00$ (75%)
    12.74$ (15%)
    32.95$ (18%)
    8.49$ (15%)
    6.65$ (65%)
    8.89$ (78%)
    13.02$ (13%)
    33.97$ (15%)
    12.59$ (16%)
    34.95$ (13%)
    33.59$ (16%)
    13.36$ (47%)
    2.50$ (75%)
    12.42$ (17%)
    3.43$ (14%)
    16.97$ (15%)
    GAMERSGATE

    [ 1903 ]

    6.74$ (33%)
    0.38$ (92%)
    5.4$ (70%)
    5.06$ (66%)
    2.25$ (89%)
    0.56$ (81%)
    0.38$ (92%)
    2.25$ (85%)
    2.25$ (77%)
    2.03$ (89%)
    5.63$ (81%)
    0.53$ (92%)
    0.6$ (92%)
    0.68$ (83%)
    3.0$ (85%)
    0.75$ (81%)
    4.5$ (77%)
    9.0$ (70%)
    1.84$ (74%)
    1.84$ (74%)
    4.5$ (70%)
    5.63$ (62%)
    1.05$ (85%)
    0.77$ (91%)
    3.75$ (62%)
    1.13$ (92%)
    0.53$ (95%)
    5.63$ (62%)
    8.8$ (65%)
    1.5$ (92%)

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