Due to the fact that the planets of radius 4 take too long to load, their radius is reduced to 3.
Update November 5th.
1. Bonuses for the colonization of the Earth are introduced into the game: - if you colonize the Earth at least once, then all your colonies will permanently have a 5% bonus to productivity. - if you have a colony on Earth and its influence is greater than zero, then all your colonies on other planets have a 10% bonus to productivity. - if you are a tyrant on Earth, then all your colonies have a 15% bonus to productivity. - if the governor of the Earth, then all your colonies have a 20% bonus to productivity.
2. Tower attack range increased to 17.
Update October 6th.
- Fences and gates now cost 20% less. But at the same time, the cost of the upgrade is no longer fixed as before, but with each next level it gradually increases by a fixed amount equal to half the cost of level 1.
Patch dated October 3rd.
- Optimized and fixed a couple of bugs on the server. - Optimized the fence building function. - Now loading and switching to some planets is slightly faster. - Added three new buttons to the top panel to select workers, military and ships. Left click selects the next free unit, right click the previous one, middle click selects all. When CTRL is pressed, busy units are selected.
Update September 23rd.
The game has such a parameter as "mining productivity", which previously depended only on political status. Now, in order for the players not to mindlessly build up all the free space with mines and farms, additional rules are introduced for this parameter.
Initially, when you have just colonized a new planet and have not yet built any buildings, when your political status is still neutral and there are no criminal colonists on the planet yet, your mining productivity is 100%.
Too many mining buildings and too many populations complicate the overall logistics of the colony. Therefore, each new farm, mine, power station, oil derrick or house reduces the overall productivity by 0.5%.
Hubs, on the contrary, greatly simplify logistics, so each new hub increases productivity by 10%.
All other buildings except those listed above do not affect the productivity of mining.
The real income from mining buildings is obtained by multiplying the productivity by your total production. Mining productivity only affects mining buildings, it does not affect the rate of resource extraction by workers.
The old rules also remain as before, the governor of the planet receives a 20% productivity bonus, the tyrant 10% bonus. If there is someone on the planet other than you with the status of a criminal, you suffer a 10% penalty to productivity.
You can view your colony's mining productivity on the upper left information panel by opening the galaxy map.
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- Fixed a bug due to which it was impossible to build a dock on the west coast far from the coast. - Click is now always highlighted, and click commands are always processed, even if clicked outside the map. - Now, if several gates are selected, they can be improved all at once, as has already been done for the fence. - If multiple fence sections or multiple gates with different levels are selected, the "raise level" button only affects the section with the lowest level. - Fixed a bug where double-clicking the geologist's "scan" button immediately gave the result. - It is now forbidden to build in the gap between the pillars of the open gate.
Patch September 15th.
- Fixed a bug where units under certain conditions were not loaded onto a transport ship. - The built-in wiki did not mention this, but the maximum group size is 256. It used to be that if you select more, then the units stopped listening to orders. Now it is impossible to select more than 256. - Storage renamed to hub. - Now, when the hub is destroyed, the owner of the hub loses the Nth part of the influence, here N is the number of hubs before the destruction. For example, if there were 10 hubs, the owner loses 1/10 of the influence. If there were 2 hubs, loses half of the influence. If it was the only hub, the influence becomes zero.
Patch September 13th.
- Fixed a couple of critical bugs that caused the program to freeze when colonizing or switching to another planet. - Fixed a bug due to which units from the transport ship landed through the wall. - In order for units not to interfere with each other's movement, the distance between two adjacent buildings has been increased by one cell. - Plus fixed a few minor graphical and interface bugs.
Patch September 6th.
- Fixed a bug where animals sometimes attacked the wall, and the reflection of the wall did not work. - Animals now don't attack buildings themselves, they only attack towers if they shoot first, and only attack walls if the HP of the walls is less than or equal to 10. - Fixed a bug where clicking on an area hidden by the fog of war would highlight the area, and could reveal the position of the enemy. - Fixed a bug where the smoke from the factory chimney was visible in the fog of war, which could reveal your position. - The flash from the shot is now brighter.