Fixed an error that was preventing all industrial buildings from reaching stage 4. You need to rezone over your existing buildings for the change to be applied.
The maximum lot stage in the census tool was erroneous for all stage 1 buildings and non residential vacant lots. Rezoning was also screwing up this value. [reported by Dictator]
Music in city view was not playing. [reported by Kade B.]
The camera could not move freely along one side of the map. [reported by Omnius]
Increased starting Nation balance for all difficulties. [suggested by Omnius]
Offshore platform was displaying the no road access icon. [reported by Omnius]
Offshore platform was not displayed with the construction tool. Is now shown above water.
Prospecting tool displays the little squares above water instead of hiding them below. This fix also applies to the bulldozing and terraforming tools.
The resource layer was not displayed correctly above water. Disabled waves. [reported by MagOliven]
Zoning using the Ctrl and Shift alternatives gives more consistent lot sizes.
Improved the computation of the zoning costs. Was not taking into account density or lot size. Zoning is now blocked when balance is insufficient. [reported by Omnius]
The political affiliation slider on the new bottom panel was inverted [reported by BiOxYdE]
Clicking the water button was displaying the power heatmap [reported by Von K.]
A train arriving at destination and despawning could lead to unknown consequences (maybe froze the screen, maybe nothing). [reported by BiOxYdE]
Fixed several divide by zeros errors that were crashing the simulation (and the population count) if a new city with just a few inhabitants was saved and then reloaded. [reported by Dictator]
The graphic settings in Nation view was not updated with the new icons.
The population button above the population counter was offset [reported by phyziyx]
"Capacity" of pedestrian walkways was wrong in the UI. [reported by Omnius] (Clarification: The capacity of parks and walkways is not the visitor capacity but the effect on land value.)
Buses could not be clicked and followed.
The container port was not oriented correctly when built [reported by BiOxYdE]
Moved down the power and water use "%" so they are more visible and do not overlap with the warning signs.
Loading task text was not translated and just showed "Loading..." instead of "Loading Buildings".
Made road construction grid thicker. [suggested by Dictator and Eugenio]
Land value layer was turning green when the land value was really high [reported by MagOliven]
New census tool was saying "Birth rate" instead of Imports/Exports on commercial and industrial buildings.
Changed the color of walking commute paths to purple to be more visible [suggested by Eugenio]
Improved visibility of the data in the new panels [suggested by Eugenio]. Redesigned bottom UI slightly.
Improved the game speed selection buttons.
Improved colors of the zoning lots.
Alert messages were taking too long to pop up.
When the nation creator menu was open we could still interact with the nation map.
The 'Purchase Land' panel was showing tooltips from the 'Open city' panel.
Pollution was shown in the new census tool as having a positive effect on land value.
30 bug fixes in a patch. That must be a record. I've been trying to put out as much content as I can in a short period of time so bugs are kind of inevitable. I'm glad you guys are sending me all those bug reports though! If you have more: contact@citystategame.com. I still read the discord from time to time so you can post your suggestions there too!
Update 1.3.0 - Larger maps, new lot sizes, new buildings, UI addons
NEW
Added the option for larger city maps (512x512). Has to be set when creating a new Nation. Nation creator menu and map previews have been updated and the grid on top of the map preview shows the cities' border according to the chosen map size.
Added smaller and bigger lot types. 10 new lot sizes have been added to the existing 2 sizes, lot sizes now range from 2x4 to 6x6. This allows more variety and more 'organic' cityscapes.
The zoning tool have been redone to accommodate these additions, is now more precise and reliable, allowing to create one lot at a time of any size if needed. Press Shift while zoning to have narrow lots and Ctrl for wider lots!
20 new buildings have been added (17 residential and 3 commercial) to fit with the new narrower lot types. 2x wide lots can only accommodate buildings up to stage 4 for residential, stage 2 for retail and stage 1 for all other sectors. 192 variations of lot grounds have been added to fit all sizes, all sectors and all densities. Vacant lots have changed too, showing more clearly what type of zone we've built.
Added a new query tool. Any residential, industrial or commercial lot can be queried directly by clicking on the building. Automatically displays the commute path (draws a colored line above roads) of the selected building. Displays almost all info available and the exact land value and demand requirements needed for the building to progress to the next stage (buildings built before 1.3.0 will not have this info).
Added a follow camera. Any vehicle can be clicked and followed.
Added avenue/highway access road intersection.
Added new panels at the bottom of the UI. Can be shown or hidden. On the left: displays demand bars with details (current demand points and weekly change), includes the informal demand. On the right: displays the distribution of social classes, political affiliations, imports/exports and more.
Redesigned bottom part of the UI to improve accessibility/readability. Changed the main values displayed to highlight the most significant data. Simplified demand bars. Redesigned all buttons. Added warning signs with tooltips.
Added a pier with a Ferris wheel and a new park with a large flag in the center.
IMPORTANT FIXES AND CHANGES
Improved saving and loading time (30% to 50% faster with standard size maps).
Loaded city now launches in pause and UI loads the data back correctly. Evolution of demands is now paused until the city's data is fully loaded.
Decreased the number of prisoners by 10 and fixed the incarceration rate. Prisons capacity reverted to previous values. (Reported by Zarigan)
Fixed the computation of the park score. (Reported by Omnius)
Changed the computation of the property tax. Now takes into account the actual size of the lots. Property tax is displayed in the new query tool.
Doubled tax income and exports generated from mines.
Selling dollars was impossible if the amount was bigger than the current balance.
Faraway buildings will now be culled if 'Detail Distance' is set to low or medium. (Good for older CPUs and large, fully built maps).
Public housing will now get emptied when the low income housing demand is too low. Prevents exploits. (Reported by raxo8888).
Slowed down population default growth from births. Reduced the speed at which the social ladder transfers population from a class to another.
Households living in higher stage buildings now have fewer kids (Religiousness aside, the birth rate for a stage 7 building is 0.35pt lower than at stage 1).
OTHER FIXES
Multiple houses (Stage 1) could sometimes be built on the same lot.
"Can't reach workplace" building alert icon was wrongly displayed in some situations (after loading back a city and in new cities). (reported by Alex C., Kevin G.)
Citizens would sometimes prefer to commute by car instead of walking even if their workplace was within close walking distance. They will now walk if their path takes less than 32 road tiles to reach their destination (reduction of traffic to be expected).
Citizens walking to work now need a functional road system (walking citizens did not pathfind to their destination until now).
Vehicles were not able to U-turn when appropriate (reduction of traffic to be expected).
Removed a reference to Putin from the "Vodka Bar" retail banner.
Exports from farms is now based upon the size of the field. (Suggested by Omnius)
Placing farms on the corner of 2 roads was often impossible, only the fields were being built.
Zoning over a previously destroyed building was not possible in pause.
Helipads can now be destroyed. The helicopter should now spawn back on its pad correctly after loading the city. (reported by Omnius)
Industrial buildings were not spawning on the highest valued land as intended and could also spawn on residential lots. (reported by raxo8888)
Stage 2 middle and upper class buildings had the same amount of occupants than at stage 1.
The maximum stage of buildings could be exceeded for lots built with the custom density tool. (Reported by KenanYK)
Houses now have color variations (only Stage 1 for now).
Increased distance at which pedestrians are visible.
Changes to the details distance setting was still not taking effect immediately.
Improved camera behavior when close to the ground and changed starting position.
Added a fix for missing textures on buildings (replaces pink textures by green bricks if bugged).
Added a frame to the city map.
Added water sound effect.
Changed the highway building icon to be more distinctive.
Tutorial was not detecting a completed step in pause.
Trees are again properly set transparent when zoning or building roads.
Vehicles around service buildings are now merged in chunks like they are for RCI buildings. Reduces CPU usage and makes sure all vehicles are saved and reloaded correctly. (Services built before the update will not display any cars.)
Trees, grass and props were sometimes not automatically updated after a building changed or got destroyed.
Alert messages are not displayed while in pause anymore.
When hiding the UI with key "V" the layer icon is now hid, clicking the option icon unhides the UI.
Fixed a bug that was affecting the mouse interaction with the list of saved nation in the "Load Nation" panel.
The government etiquette "Dystopia" was not displayed when applicable.
Added red line at the bottom of the interface when the game is paused.
Added hotkey to switch simulation speed (backspace).
Changed buttons in Nation view.
Optimized the way roads are displayed in Nation view (reduced CPU usage).
The service building editor panel was sometimes displayed partly offscreen. And, has been lightly redesigned to match with the new query tool.
Added cpu and gpu icons in the graphic settings to highlight the options that affect the most the performance.
Fixed a misplaced arrow in the tutorial and fixed "STATS" tooltip (reported by phyziyx).
Patch 1.2.0d
Balancing
Balanced out the exchange rate slightly, making it a bit harder to 'cheat the inflation'. (suggested by Omnius)
Decreased the effect of the exchange rate on the trade balance.
Changed the cost of buying and selling dollars and doubled the maximum reserves limit to 1.95M.
Increased default religiousness level by 0.2pt. (suggested by Omnius)
Increased the effect of education on the unemployment rate (in general: more education => more unemployment).
Capped the maximum amount of jobs that can be shared between cities to 50,000.
Gulags capacity multiplied by 4 (and profits by 2), Rehab capacity x2, Prisons capacity x2. Have to be rebuilt to take effect.
Made floating alert icons more visible. (suggested by GeneMonty)
Bug Fixes
Amount of printed money was not saved. (reported by Jacob)
Park paths built on beaches were not taken into account for the quality of life. Increased land value bonus from park paths.
The incarceration rate displayed in stats was wrong (visual only). (reported by Neurolefty)
All ploppable buildings could in some cases connect to rail tracks or highways. This could either make it impossible to place the building or it would built it but close it down immediately. (reported by Omnius)
Smoothen coastline (requested by U.S.Eagle).
Improved tree LODs order of rendering.
If you need assistance, want to report a bug or just share your thoughts: Join the Discord Or send me an email: contact@citystategame.com
Next update scheduled for May 20.
Patch 1.2.0c
The new pathfinding algorithm was causing lags and crashes in cities with complex road networks. Holes between roads or incomplete networks were causing "Can't reach workplace". The AI can now U-turn when the road ahead is missing. The 2048 tiles commute length limit was not taken into account, leading to infinite commute length and crash to desktop.
Improved performance. Smarter distribution of heavy tasks (heatmap layers update, traffic update, terrain update) across frames. Optimized car and pedestrian AI. Optimized heatmap computation.
Park paths could never be destroyed when a road intersection were built next to it (reported by Livonia).
Reduce lag when building highway access roads.
Fixed blinking issues on textures (reactivated mipmaps on the occlusion layer of the materials).
Balanced the propagation of pollution, spread of polluted areas was asymmetric.
Residential buildings were never getting abandoned if they didn't find a path to their workplace.
Unemployment calculation was wrong if a connected neighbor city had a negative amount of job to share.
Businesses and vacant lots could have a security score above 100. (reported by El Dictator)
Position of the difficulty stars was incorrect with some screen resolutions.
Corrected text 'Slum Growth' in population stats to 'Slum Demand'. (The slums' growth is the value between brackets.)
Increased effect of inflation rate on the social ladder (+33%).
Loading a city created before 1.2.0b will results in strange waves of pollution moving across the map which can cause temporary abandonment. The new pollution algorithm needs time to readjust.
Patch 1.2.0b
Major fixes
Fixed a major error affecting the number of jobs created by the upper class (was 10x the intended value). A lack of workforce was probably affecting your city as soon as the upper class grew.
Social class distribution % values were incorrect. Could lead to a negative incarceration rate. (Reported by Omnius, thank you!)
The effect of policies on political affiliations was incorrect when the policies were mostly left leaning. (Reported by BiOxYdE, merci!)
Effect of policies on pollution was incorrect! Eco-friendly policies now have greater effect on reducing pollution. Thanks to Alex Vagni for reporting this discrepancy!
New algorithm for the propagation of pollution. Polluted areas were taking too long to clean up if pollution ceased. Pollution might get all over the place after loading your city for the first time with the patch, it'll take a few in game years to stabilize.
Balanced the environment score (used for quality of life index and approval rate). Was wrong in polluted cities.
Connected cities will now share jobs across borders when the unemployment is lower than 10%. Unemployment is no longer exported to connected cities, only jobs. Up to 10% of all jobs can be imported from a connected city. When the unemployment is too low, jobs from connected cities will no longer be available to dampen the lack of workforce.
When upgrading a service building the employee current funding ratio is now preserved.
The dollar reserve was not being saved when exiting the Nation or the game.
Improved pathfinding significantly. Highways are used more often. Commutes can now be up to 2048 road tile long (640 before).
Other changes
Added some extra safeties to prevent the education score to go brrrr.
If you had more than 1 million USD reserve the exchange rate could equal to zero.
Doubled the area affected by the carbon capture buildings.
Census tool now shows pollution rate on roads, rails and walkways.
Changed the color of the pollution layer to be more visible.
Increased prevalence of rare ore and offshore oil.
Census tool was displaying "Insufficient Demand" for vacant lots even when the demand was high.
Shorten display of trade capacity in Nation UI.
Improved port placement tool. Have to be rotated manually like airports by pressing TAB.
Census tool did not give any information for farming tiles.
Increased religion effect on birth rates
Population growth from neighbor cities was not taken into account.
Slums now participate to the Lower Class natural growth rate (births).
Removed "Too Steep" limitation to road building.
Removed "Unaligned Intersection" limitation to road building.
Updated PT-BR localization
The demand for slums would never decrease when many low income citizens were getting richer.
Corrected tooltip for the trade capacity in Nation view.
Lack of workforce triggers building decay more often.
Changed how commuters pick a workplace. Generally choose location closer to their home.
Residential buildings under construction no longer loose their occupants during construction (the city's population stays unchanged). (suggested by raxo8888)
Government type "Utopia" was not being displayed in the top UI (also reported by raxo8888)
Volumetric clouds in city view are now turned on by default for the preset 'High'.
Much appreciation for everyone that took the time to email me suggestions and bug reports!
Update 1.2.0 - Mining, Harbor, Trade Balance
New
Added underground resources, 4 types: Oil, Gas, Common Ore and Rare Ore. Resources first need to be looked for using the prospecting tool (under the industry buildings tab). Depending on the ore available underground we can then place a mining lot which will instantly build 1 of the 5 mining buildings (an oil field, a gas field, an open pit mine, an underground mine and an offshore rig). Mines and rigs provide jobs, tax income and improve the trade balance.
Added a container port and container ships. Ports increase the value of a city's exports. The trading capacity of ports is shared accross all cities (like power production).
Added trade balance, takes into account the exchange rate, the trade capacity (from ports and airports) and of course the imports/exports ratio. The trade balance is NOT shared accross cities. The census tool will show the exports/imports balance for each commercial and industrial lot.
Added alert icons over buildings. Will display one of the 8 most common problems: no water, no power, not enough demand, unemployment, no workforce, pollution, crime or 'can't reach workplace'.
Added 3 farming variants
Balancing and Changes
New job creation / distribution algorithm to stabilize the economic cycles and facilitate economic transitions. (I really thought we were done with big economic changes but I discovered that some of the adjustments made previously were actually disregarded entirely once the game was initialized).
New inflation and exchange rate system. A bit more complex but theoretically more realistic. Updated the economy stats panel.
Enhanced spatial segregation of social classes (sorts lots based on their land value and picks the most relevant).
Added the option to sell dollars.
Added a dynamic representation of political affiliations in the approval stats.
We can now reduce the tax rates and print money even if stability is at zero.
Minor Fixes and Changes
Replaced display of the exchange rate by the trade capacity (earned from ports and airports) in Nation UI.
Improved Census Tool and Service Editor position. (solution proposed by GeneMonty, thanks!)
A Stage 7 upper class building had a concrete texture instead of windows.
Pressing escape while destroying a zone now cancels the action.
Added tooltip displaying the reason why a building can't be placed (if no road access or insufficient funds or terrain too steep).
Terraforming actions are now prevented when the balance is insufficient.
Some residential sound effects were not being used.
Lowered the quality score threshold for service buildings to reach grade A (visual only).
The population amount coming from neighbor cities is now displayed in the population stats.
Increased inflation effect on the social ladder.
Decreased incarceration rate (-20%).
Decreased number of students in high school and elementary (-20%).
Decreased traffic (-15%) and pollution (-25%).
Decreased land value requirement for advanced manufacturing (-25%).
All menus can now be closed with the ESC key.
In large cities new low class houses could sometimes never develop.
New attempt at solving the ever disappearing airport stage 1.
The red district was not keeping its initial rotation after loading back the city.
Improved boat navigation. Should not sail on land anymore.
Gained about 5 seconds on saving and loading Nation.
Riots have a larger area of potential destruction.
New residential buildings no longer start with an education score of zero, depending of the social class they will start with up to half of the current city's education score.
News about prison overcrowding was triggered at 80% prison occupation.
Known Issues:
Placing the port can be difficult in small spaces. A large open shore is recommended. Build a road first.
Helipad cannot be destroyed.
Cars on service buildings disappear after reloading the city.
Localizations other than English and French related to the new features are of mediocre quality (will be updated in June).
Props and trees can clip into buildings for a while before getting updated.
Update 1.2.1 will add new lot sizes, possibly an option for larger maps, big changes to the bottom part of the UI, a revamped census tool, and new unique buildings. It'll take about 4 weeks of work.
Patch 1.1.4c
A quick patch of a patch to fix the terraforming issue.
BUG FIXES
- Terraforming tool was not functioning. Other tool such as bulldozer and road builder were not updating terrain. - Updated credits and start screen - Optimizations to the terrain updating process - Commute types data in stats for air taxi usage was incorrect. - Exchange Rate in Nation view was incorrect - Props and parked vehicles took too long to update - Trying to purchase a new city tile without enough money will now play the negative chime. - Shadow quality "Low" settings will now disable all shadows completely (great for older CPUs!).
Patch 1.1.4b
A couple of important bug fixes and other changes that could not wait for update 1.1.5 to be published. Air Taxis were sometimes not showing up and a memory leak has been finally solved.
NEW
- Bus and train stops can now turn a profit if enough commuters are using the service.
- Abandoned buildings are now painted in red in the land use layer.
CHANGES
- Faster update of commute paths (x6). This should help citizens change mode of transport if a new one is made available.
- Faster business demand evolution when points are added (x1.5), slower when points are subtracted (x0.75)
- Faster spawn of new business buildings (x3 in large cities). Abandoned buildings can be rebuilt in less time.
- Faster stability regeneration when no government buildings exist.
- When a business is abandoned or destroyed 50% of the demand is now recovered (prevents fast unemployment spike)
- Changed computation of the inequality index. Fixed approval rate from inequalities going over 100%.
- Changed slum growth value in stats. Now displayed total current informal demand and correct demand change.
BUG FIXES
- Fixed a serious memory leak that was affecting the game since release. Up to 3GB of ram were getting eaten in large cities. This problem was mitigated until now by a manual unloading of unnecessary data every 4 in-game years, hence the slight freeze happening regularly. I'm keeping this unloading event for now but set it to repeat every 10 years, just to be on the safe side.
- Air Taxis were not showing up if the amount of active vehicles was maxed out or if commute paths were not updated. They also might be difficulty to spot, pan down the camera as so to see the horizon and you should see them. Remember that only upper class citizens can use air taxis.
- Fixed errors with the pathfinding algorithm. Reduced total traffic by about 20%.
- Range of bus and train stops was erroneous. Expect higher public transport usage. (With access to both bus and train, 15% of the population will still prefer to walk or use the car.)
- Removed the effect of demand on inflation. Will be replaced by the trade balance (coming up with version 1.1.5)
- Starting Nation Treasury will now be identical to a new city's balance, matching the difficulty level.
- Rocks were disappearing and sometimes appearing above ground in one of the map's corner.
- Corrected job distribution graph in stats.
- Nation loading crash handler: shorter wait time in case of corrupted data before forcing open the Nation view.
- New attempt at fixing the ever disappearing stage 1 airport.
- Clamped to 100% the immigration bonus from airport connections.
- Difficulty level would default to easy if buttons were never interacted with.
Update 1.1.5 should come out in 2 to 3 weeks.
Update 1.1.4 - Temperate and desert biomes, flying cars, new easy mode
NEW
- New Biomes: Arid and Temperate. Your Nation will now have different climates ranging from the North to the South with vegetation and terrain color progressively changing depending on altitude and latitude. Closer to the North you'll find the temperate climate with spruces and yellow oak trees. In the center at lower altitude you'll find the sub tropical climate (the default existing biome). To the South, a more arid, desert like biome with palm trees and cactuses. In total 6 new trees have been added. Different types of trees are now assign to lots depending on their level of wealth. Trees on road sides are not affected by climate.
- New difficulty settings. The old options have been entirely replaced with new presets so that the easy mode is actually easy. 3 options:
* Easy: This is a difficulty level that could be considerate in par with today's other management games. Starting Balance $100,000; Tax Income +30%; Approval +20pt.; Unemployment Stabilizer ON; Pollution Low; Abandonment Very Low; Birth Rate +0.3pt; Immigration +0%; Treasury +0%
** Normal: Recommended if you still haven't got your phD in economics. Starting Balance $50,000; Tax Income +15%; Approval +5pt.; Unemployment Stabilizer ON; Pollution Normal; Abandonment Low; Birth Rate +0.1pt; Immigration +10%; Treasury +10%
*** Realistic: Slightly more difficult than the previous version. Existing Nations will automatically be set to this difficulty level. (To change it manually for existing Nations see details at the end.) Starting Balance $20,000; Tax Income +0%; Approval +0pt.; Unemployment Stabilizer OFF; Pollution Normal; Abandonment Normal; Birth Rate +0.0pt; Immigration +20%; Treasury +25%
1, 2 or 3 stars will be displayed in the main UI depending on the level you chose.
- Air Taxi Station: Once researched and built, allows the upper class to use flying cars to commute. Reduces traffic congestion (in rich cities). This is the last special building to unlock in the research panel.
- Added a New Sports Car, a Pickup Truck and changed the bus model. - Added 19 new city sound effects (total of 131 ambient effects) and improved audio management and mastering. - Added 3 new materials and changed some buildings textures.
CHANGES
ECONOMY
Increased minimum and maximum limits of the demands (the UI bars have the same maximum bounds but the values themselves can exceed their representation; the minimums have been changed both visually and in the data)
When a residential building is now abandoned or destroyed: 70% of the inhabitants are added to the demand of the class below, 20% are added back to the same class demand and 10% leave the city. When a slum despawns, 100% of the occupants are added to the lower class demand. The city's population will no longer collapse!
When a residential building was upgraded, the total amount of occupants were removed from the demand. Now, only the amount of additional occupants is removed from the demand.
Changes to the population growth system derived from social mobility. Corrections to the demands algorithms (new population could be created outside of births and migration).
A part of the demand was wrongly destroyed when a residential building was replaced by a different class type therefore distorting the social ladder system. Social mobility dynamics now operate in a closed circuit, theoretically.
Houses stage 1 can now also be replaced by another class if the demands are unequal.
An office lot can be replaced by retail and AM can be replaced by BM (Only the opposite was possible before). Conversions also happen faster.
Various other changes to the demand system for industrial and commercial businesses to prevent overinvestment phenomenon (a new construction could create unwanted demand for other sectors which would be rectified later on and lead to abandonment). The economic system is now more stable and more precise.
TRAFFIC
Traffic data collection was erroneous. Ambulances, fire trucks and pedestrians were adding up to the congestion. Traffic from commercial buildings were not taken into account. Buses had too much impact on congestion. Increased the distance a citizen is willing to walk from 16 tiles to 19.
New color gradient for the traffic layer. (green = not congested, red = 100% congested, purple = 200% congested)
If a citizen has access to both a train station and a bus stop: 70% chance of using the train. 20% chance of using the bus. 10% chance of using his car.
Roads with trees can no longer absorb all pollution emitted by traffic.
Increased maximum commute distance to 640 road tiles. I recommend avoiding segregating jobs and homes or building any weird road networks that would force long commutes which will still lead to "Can't reach workplace" abandonment issues.
Bus stops and train stations now increase nearby land value.
You can now build bus stops and stations on roads with trees.
BUG FIXES
Added a fix to infinite loading screen when launching the game.
Graphic settings were still not loaded correctly in city view and details distance settings were not applied immediately.
Upper class buildings were never decaying when the demand was at its minimum negative limit.
Parking lots were almost never replaced by new buildings even with positive demand.
Vehicles were not spawning in night mode.
Red light district economic freedom requirement shown in research menu was wrong.
High Rises could not catch fire (either from Riots or low security level).
High Rises being turned into parking lots will now decrease the stability score.
All occupants of residential high rises turning into parking lots were leaving the city and none were added back to the demand.
Residential UI demand bars pop up numbers were not displaying bounded values (happened in large cities).
Corrected Arcology C requirement in Research Panel.
The National Treasury bonus was incorrectly computed.
Policy requirement to unlock government HQ stage 5 was erroneous.
Jobs in arcologies were not being taken into account for the GDP computation.
The state social media building were not affecting the Nation as advertised. Once built you can now expect: +10 approval bonus points, -2 education quality, +2 security level.
The StateCopter was visible hanging under the map.
National Treasury can no longer exceed 1 billion (this value was getting negative when exceeding 2.1 billion (integer overflow)).
Ploppable buildings could be placed along rail tracks.
Census tool was not showing the lot type of parking lots and abandoned buildings.
Government buildings will no longer close if their road access is lost.
Max Stage of government buildings were incorrect in the census tool.
Removed requirement of Government HQ to unlock the immigration office.
In custom policies list, the cost were shown in grey instead of red or green.
Texture Optimizations. 500+Mb of ram saved.
Update 1.1.3 - Prisons, gulags, balancing, Chinese & more
NEW
Prisons: increase security and civil rights when not overcrowded. Can be upgraded to a second stage. By default 0.075% of the population is in a prison, this rate (shown in population stats) increases with lower economic freedom and higher income inequality.
Gulag: Generates revenue based on the number of prisoners, decreases civil rights.
Rehab Center: More expensive than prisons but gives a civil rights bonus.
Summary of policies: displays total effects from all active policies (in the legislation panel)
Inflation breakdown now displayed in budget panel too
Overhaul of UI panels
2 new 4x4 parks
Chinese Localization!
BALANCING
Stabilizing the economic system so crisis are more manageable:
Education has a greater impact on the industry. Inflation has a lesser impact on the industry. Unemployment and demands have a lesser impact on inflation.
Participation rate can now range from 40 to 82.5% so as to stabilize the unemployment rate. The level of education has now a stronger effect on the participation rate (higher education => higher participation rate => higher unemployment), useful to make transitioning economies easier to deal with.
Increase tax income from residential buildings, decrease tax income from businesses (so sudden changes of the unemployment rate has a lesser effect on budget income)
Added an extra equation to help stabilize a bit the total tax income from businesses when the unemployment rate is high (not realistic but making it easier to handle economic crisis)
Abandonment mechanics:
In bigger cities, buildings were too rarely being abandonned. Speed of decay increased.
Commercial and Industrial buildings can now also decay because of insufficient land value, power or water shortages.
Decay for insuficiant land value only happens if the value is less than half of the 'desired value' (colored in red in the census tool).
Census tool was showing "Ducks have infested the building!" for some abandonned businesses. The true decay reason should now be displayed.
Note: An abandonned building will get rebuilt if there is enough demand, enough power and enough water.
Other changes:
Buying currency and printing money has less impact on the exchange rate
Increased effect of education on the social ladder (+33%)
Immigration: Increased Airport Capacity. Decreased civil rights score wanted by migrants.
Maximum property tax is now 10%. Effect on approval rate and land value decreased.
Changed the GDP per capita computation to be more realistic
Changed the inequality index computation to be more realistic
BUG FIXES
Singapore achievement could not be unlocked.
Parks could be built underwater
Building a coal power plant was unlocking the legislation panel
Residential buildings stage 5 and 6 had troubles spawning on custom density lots
Requirements to unlock special buildings could never turn back red
In bigger cities traffic data was taking too long to update (should be 8x faster)
Optimized traffic pathfinding
Next update should come out by the end of March. The economic system is pretty much working as intended at this point, you can expect much less changes in the future. The level of difficulty is now more progressive and will not change much aymore but I might add new starting settings if difficulty is still an issue.