Update 1.9 of "Cargo Company" is now available, with bug fixes and minor improvements.
Details here:
Fixed a bug causing the yearly reported profit per vehicle not to be updated correctly under certain circumstances. This value can be viewed in the vehicle dialog under 'other'.
Fixed a problem causing small white lines to be drawn sometimes on some sytems next to buildings with the recently updated graphics drivers of a certain hardware developer.
Fonts are now much smoother in some places
The animation for the car factory sometimes wouldn't be synced up the the actual waiting amount of cars in its storage. This is fixed now.
Adjusted train horn sounds a bit for trains slightly out of the visible area
Thanks for all the feedback you've sent in!
Update 1.8 - Improvements and fixes
Update 1.8 of "Cargo Company" is now available, with minor improvements and bug fixes, the first update after the full release.
Details here:
Adjusted research time for some train models
AI now picks slightly better rocket transportation lines between earth and moon
Loading helium 3 sometimes took a bit longer than it should have been, this is fixed now
The game now includes a manual also in spanish and french language
Improved loading game speed a bit
Thanks for all the feedback you've sent in!
Cargo Company left early access!
After 2 years in development and 10 updates during Early Access, Cargo Company is finally out of early access! Thank you all very much who supported the development of the game with your feedback, bug reports and suggestions!
Recap Since the first public beta, the game has been improved quite a lot. It looks like quite a different game since the first public release. Here is a short list of the major features which were added during the last year:
We added Mars, Ceres, Europa and Titan as playable planets to the game
Competitor AIs - both for rocket and train lines
Tunnels
Research
More train and truck vehicle types
Advanced resource loading settings
New city buildings
Station replacement tool
Terrain generation options
Tons and tons of gameplay tweaks
Changes in this update:
The automatic railroad laying algorithm has been improved a bit to handle specific special situations better.
The competitor AIs now sometimes use more aggressive and better routes for building their transportation lines
You can now colonize Ceres and Titan now a bit earlier
Autofocus change in the line manager is more smooth now
Dragging the view with the right mouse button (or trackpad) is now nicer on notebooks/laptops
Minor bugfixes
What's Next? Of course this is not the end: We will now be focusing on bugfixing, but still eventually add more features if enough people suggest them. Maybe we can add more train and truck models? Maybe even another planet? We will see!
Thanks! Thanks again for supporting the game and sending in your feedback! Without your help, the game would looks different today.
Update 1.6 - Gameplay tweaks
Update 1.6 of "Cargo Company" is now available, with various game value tweaks, better bulldozing pricing and more.
Details here:
Better bulldozing prices Implemented correct bulldozing prizing: When you bulldoze a large area, you won't need to pay anything for fields which didn't contain anything before. Also, the exact price you will pay is now displayed before bulldozing the area.
Performance improvements for various scenarious
Various adjustments to price development of cargo and passengers
Improved path finding for busses
Fixed a small problem causing wrong money values to be displayed from some trains sometimes when upgrading an old savegame to the new version of the game
Thanks for all the feedback you've sent in so far, nice that you like the game.
Update 1.5 - Train Competition Companies
Update 1.5 of "Cargo Company" is now available, with competing companies building railway tracks and other smaller improvements everywhere.
Details here:
Competitors now also build railways and train lines. Note: If you want to have competitor companies in your game, you need to start a new game.
Competing AIs are now enabled by default when starting a new game. You can disable this in the 'advanced options' when starting the game.
Rail tracks now have markers on the left and right next to them, indicating which company owns the rail tracks.
The close button of dialogs no longer is hidden when the name of a building was set to very, very long.
Smaller changes like the advanced settings dialog when starting a new game can also now be closed using a small 'x' icon on the top right
The initial amount of money has been increased a bit for new games
Various gameplay adjustments here and there
Thanks for all the feedback you've sent in so far, nice that you like the game.
Update 1.4 - First competitor AI
Update 1.4 of "Cargo Company" is now available, with competitor company AIs - competing companies played by the computer.
Details here:
Competitor AIs The game now has competitor company AIs. This first version only has one single competitor, and it only focuses on building launch pads and rockets for transporting cargo between Earth, Moon, Mars, etc. You need to manually enable this feature when starting a new game (under "Advanced options"). The next update will likely introduce additional AIs which will then also building competing train lines.
The company name can now be changed during the running game in the company details dialog. This dialog is also useful for changing the color of the company train line markers and building labels. Simply click onto the displayed money value on the top right in the game screen to open this dialog.
You can now list all the vehicles of your competitors in the vehicle overview dialogs by selecting the first filter combo box and choosing "competitors". This is very useful to get an overview of your competitors.
Fixed a translation error in the rocket module for transporting colonization equipment
Competing companies can also use government subventions now.
Smaller performance improvements here and there.
Thanks for all the feedback you've sent in so far, nice that you like the game.
Cargo Company 1.3 - Player feedback update
Update 1.3 of "Cargo Company" is now available, with adjusted gameplay values, nicer tunnels, industry productivity fix, research startup option, and more. This update implements most of the received player feedback so far.
Details here:
Adjusted gameplay values everywhere A lot of the internal simulation values have been fine tuned now according to player feedback - from how much you earn by transporting specific types of cargo to how long a train waits for loading to how a industry facility rises its productivity rate to how many rocket launches a rocket can do.
Advanced game option: research There is now an advanced option when starting a new game: You can now start with nearly no trains and trucks and rockets researched, only the very basic models are available then.
Tunnels now look a lot nicer - both the graphics and rendering technique have been polished quite a bit
Industry productivity fix Some industries weren't growing correctly when when lines where set to "wait until full", this is fixed now. If you had a game where an industry didn't grow nicely for some unexplained reason, run it again and wait a few weeks in game time, then that industry should go into full production mode correctly now.
Building rails and streets on top of corn fields no longer makes the track look skewed. (Note: existing rail tracks need to be replaced if you already have skewed ones)
Fixed a bug where trains could move from one tunnel tube to another one sometimes. This is no longer possible.
Preparation for competition companies You can only see this in the new advanced settings tab, but the game internally has been adjusted to support competition AI players. They are not there yet, but will be likely in one of the next updates.
Fixed sound of some trains when being used on the moon
Thanks for all the feedback you've sent in so far, nice that you like the game. Next will likely AI players be added to the game, they will be optional, of course.
Cargo Company Update 1.2
Update 1.2 of "Cargo Company" is now available, with tunnels, improvements and bug fixes.
Details here:
Tunnels You can now place tunnels in the game. Both railway tunnels and road tunnels are possible, on earth, the moon, mars and all other planets. Tunnels behave a bit different than bridges and can for example be stacked on top of each other. Tunnel entries and exits need to be placed at straight upward slopes, and a quite a bit more expensive than for example streets. This now opens a lot new possibilities in the game, and I hope you have fun with this new feature.
Please note: Although tunnels have been thoroughly tested, there still might be bugs in edge cases. If you discover a problem, please report it!
Productivity change and tooltip Productivity increases have been adjusted slightly for some industries. Also, there is now a hint as tooltip over the productivity display of industry buildings, showing the exact current productivity value and giving a hint how you can influence this.
Town growth adjusted If you don't expand your transportation capabilities in the area of a town, large towns will now continue to grow a bit regardless, making the game a bit more realistic and fun to play.
Fixed a small bug causing sound ouput to stutter in the first seconds of the game on some systems
Other smaller improvements here and there
Thanks for all the feedback so far! Hope you like this update!