We'll adjust the prices at which market makers buy commodities as follows:
ADR: 58000 -> 70000
AIR: 185000 -> 200000
CBL: 91000 (unchanged)
CBM: 63000 (unchanged)
CBS: 42000 (unchanged)
CC: 370000 -> 650000
CCD: 61000 -> 80000
CRU: 185000 -> 200000
EDC: 11100 -> 8000 (over the course of 4 weeks)
FFC: 185000 -> 240000
IDC: 15300 -> 11000 (over the course of 4 weeks)
LIS: 310000 -> 450000
LOG: 68000 (unchanged)
NV1: 120000 -> 135000
NV2: 180000 -> 200000
POW: 5500 -> 6000
RED: 50000 -> 60000
SDR: 80000 -> 100000
SP: 1580 -> 2500
SRD: 59000 -> 70000
STR: 1000 -> 1750
SUD: 83000 -> 100000
UTS: 2200 -> 3500
WR: 61000 -> 140000
Note: Most of these are buffs (also accounting for overall inflation), except for IDC / EDC which will be adjusted in 4 steps (25% of the change each) to arrive at the final numbers listed above (for example EDC will go to 10325 when the changes release, then 9550 the next week, then 8775, and then finally 8000). We hope that this process together with this early announcement of the upcoming changes will give everyone enough time to adjust their plans.
Population Infrastructure
PIO needs for comfort (5% -> 3%), culture (3% -> 2%) and education (2% -> 1%) reduced and shifted to life support instead
SET needs for comfort, culture, education (all 5% -> 3%) reduced and shifted to life support instead
POPI upkeep tick lengths increased from 3 -> 5 (short) and 10 -> 15 (long)
POPI upkeep amounts adjusted (see red numbers here)
Base tier level-up rates increased:
PIO to SET: 0.15 -> 0.2
SET to TEC: 0.01 -> 0.0125
TEC to ENG: 0.005 -> 0.0075
Level-up bonuses via POPI increased:
Museum: 0.0005 -> 0.001
Library: 0.001 -> 0.002
University: 0.002 -> 0.003
Recipe Changes
A couple alternative recipes were too costly to ever be considered, so we're trying to bring them in line a bit more:
The BDE recipe in PP2 now costs 40 PG (down from 60)
The PT recipe in BMP involving W gets +50% output: 10 -> 15
Introducing Consumable Bundles
Consumable Bundles
Once you have multiple bases, providing them with the necessary consumables for the workforce can become a logistical challenge. Especially bases with mixed workforce types have many different (luxury) consumables.
This is why we are happy to introduce the consumable bundles. There are five consumable bundles, one for each type of workforce, and every bundle contains enough consumables to provide for 100 workforces for 10 days. Instead of shipping a host of different items to a base, it's now enough to ship a single one.
Use the new UPCK command to unpack consumable bundles:
You can find a link to the command in the context menu of the INV command. Or you can click the U button on top of the inventory item:
The new PAC building is used to package the consumable bundles:
Packaging material: 8 PSS, 280 PE Weight/Volume: 54t, 47m³
Prosperous Universe News & 15% Discount
It has been a while since our last newsletter, so let's not waste any time! Here are the news:
State of the Universe
In December, we hosted a live stream on YouTube where we talked about the current state of the universe and what we have planned for the future. We went over the revised roadmap, starting with features currently in development, discussing upcoming ones and even presenting some ideas on what we see in the far future.
Multi-commodity contracts
One of the items on the new roadmap are multi-commodity contracts. In the past, if one wanted to sell multiple commodities via a custom contract, there has been no other option than creating a separate contract for each commodity. This has been especially cumbersome for ship builders. This feature has recently been implemented and the contract templates for selling, buying and shipping now support multiple commodities. You can find out more in the respective release notes.
PRO license time gifting
Another feature from the roadmap has been released recently: PRO license time gifting. It allows players to gift some of their own PRO license time to another player via the new **GIFT** command. Whether you want to help out a new player, a friend or just show your generosity, your business partners will appreciate the gesture. The release notes have more details.
Discount Code
We also want to show our appreciation and celebrate with a 15% discount on PRO license purchases.
Did you know that even if you just buy a single month of PRO time, your license will fall back to BASIC instead of free? The BASIC license allows accepting local market ads and player contracts as well as posting shipping ads on stations.
Use the code SPRING25, valid for one week!
Any questions?
In case you have any questions or feedback for us, feel free to reach out via our forums or hop onto our Discord server!
See you in APEX!
PRO license gifting has arrived
PRO license time gifting
Show your generosity by gifting a fellow player a PRO license!
The feature allows any player with a PRO license to gift some of their remaining PRO license time to another player. The gifted time will be added to the recipients remaining PRO license time. If the recipient doesn’t have an active PRO license one is created.
The default fallback license of PRO license time gifts is the FREE license. That means that a player that had the FREE license before will fall back to the FREE license after the PRO time runs out. If a player had BASIC before, they will fall back to BASIC.
There is a new command GIFT that shows an overview of received and sent gifts. It also allows to send a gift by selecting the amount of days and the recipient. The minimum amount of gifted days is 3.
Received and sent license gifts can be seen, for every user, in the user USR command!
Maintenance release 2025.01 is live
Changes
Multi-commodity Contracts
The buy, sell and ship templates in the CONTD command now allow to add multiple commodities.
In order to identify which shipment or blocked inventory item belongs to which contract the contract id is used in its name:
Huge Cargo Bay
In anticipation of the shipping requirements of the upcoming gateway release, we add the huge cargo bay. It’ll hold 5000t / 5000m³.
Other Changes
The amount selection in the MTRA command has been improved.
The deadline to extend failing contracts has been extended to 72h
If available, ship names are shown in flight notifications
In notifications about fulfilled contract conditions the type is shown
Fixes
Fixed a memory issue in the ship registry
Fixed a memory issue with contract valuations
Happy Holidays! All PRO licences 15% off!
The festive season is almost upon us, time to celebrate with a discount. From now until December 26th all PRO license purchases are 15% off.
Please note that a single PRO license purchase is enough to fall back to the BASIC license once PRO expires. The BASIC license allows you to accept local market ads, post shipping contracts on stations and accept contracts sent to you by other players.
Happy Holidays and see you in APEX!
Maintenance release 2024.03 is live
Changes
Market Maker Changes
Buying
CCD 55000 → 61000
RED 45000 → 50000
SRD 53000 → 59000
SDR 72000 → 80000
SUD 75000 → 83000
CC 300000 → 370000
CRU 150000 → 185000
FFC 150000 → 185000
LIS 250000 → 310000
LOG 56000 → 68000
WR 50000 → 61000
CBL 87000 → 91000
CBM 60000 → 63000
POW 5200 → 5500
CBS 40000 → 42000
SP 1500 → 1580
ADR 48000 → 58000
NV1 100000 → 120000
NV2 150000 → 180000
IDC 16200 → 15300
EDC 11500 → 11100
Selling
SF 16 → 18
BBH 2400 → 2550
BSE 1550 → 1650
Other changes
Increase maximum amount of unfilled CX/FX orders to 6
The current progress of the community translations will be available:
Fixes
Clicking a FX ticker in FXOS opens the respective order book, similarly to CXOS.
Inventory icons now use formatted numbers showing thousands separators
Maintenance release 2024.02 is live
New Features
Burn rate
The workforces command WF shows the remaining days left for each consumable given the current consumption rate. This helpful tool has been in the community developed PMMG tool for ages and has finally made it into the game.
Base Repair Assistant improvements
Did you ever buy all the necessary repair materials for a base, but once you arrive there the repair bill increased and you cannot repair all the buildings? It has happened to all of us and it can be very frustrating. The updated BRA command now allows to select a time offset that will show the bill of materials in 24 or 48 hours.
Changes
Default buffer size for NOTS is increased
CoGC materials can now be contributed from a warehouse
Local Market ads now show the price per unit
BS, PROD, SFC and others now use the same order for addresses
Open contracts can now be terminated without a termination request from the contract partner
The CAT (category) sort order is now the default sort order for inventories
Commodity exchange charts now show the traded units per candle:
The upper limit for base establishment fees on starting planets is now 10_000. See corresponding page in the handbook 1.
We can now rename corporations. Just let us know if you require a new name/code.
During the creation of shipping contracts it is possible to select and auto-provisioning store. The auto-provisioning status is shown in the contract details
Balancing
Reduced LHP weight to 4t (was 5t)
Reduced BHP weight to 9t (was 10t)
Reduced RHP weight to 10t (was 12t)
Reduced HHP weight to 10t (was 14t)
Reduced AHP weight to 10t (was 17t)
Increased output of ship shield recipes across the board by 2
Added +4 FLP to fixed ship repair costs
Amount of hull plates required for ship repairs is now reduced by applied shields (5% per basic shield, 10% per advanced shield, 15% per specialized shield)
Fixes
Fixed a bug with the CXOS filter selection
Fixed a bug that prevented voting or renting warehouses as a FREE / BASIC licensee
Fixed a bug that prevented warehouses from showing up in system inventories command INV
Fixed a bug that prevented updating a contract condition in some circumstances
Fixed incorrect FX price preset when using german locale
Fixed a bug where the HQ relocation would not work properly if there is a newly found base
Fixed a stale data bug in the base repair assistant BRA
Fixed a bug with the Explorer’s Grace bonus that triggered the bonus on the second base, instead the first
Fixed a bug that allowed to get all building materials back after exactly seven days when demolishing a building
Fixed the endlessly loading upcoming term component in ADM when in government context
Made CONTD unavailable in government context
Fixed the bug, where the migration of the Realpolitik update unfortunately set the local rules in non-faction space to faction default values instead of 0.
REALPOLITIK release is now live!
With the Realpolitik update, solo governors are a thing of the past with fully democratized parliaments taking the helm. Coupled with a brand-new governmental accounting system and the ability to switch between company and government contexts on the fly, this marks the beginning of a new era for Prosperous Universe politics!
New Features
Parliaments
Planets housing a certain number of bases are not just ruled by a single governor anymore. Instead a parliament of multiple players is elected. A parliament makes decisions by issuing motions and then voting on them amongst all its members. The results of these processes are made transparent to all inhabitants of a planet.
Government Accounting
Planetary governments now have their own monetary account. This means taxes and fees do not go “to waste” anymore while there is no government, but just accumulate in the government account. Accounts are also handed over between governments, even if the members of parliament change from one term to the next.
Context System
Users who are part of a government now have access to a new “government context” to pursue their government responsibilities. This context is separate from every user’s regular “company context” and comes with its own screens and command capabilities.
Changes
Added GOV command to show an overview of the governments and its motions (per term) for each planet.
Added POL command to show an overview of a player’s political career.
Players are now allowed to run for multiple political offices simultaneously.
Removed the option to choose tax recipient from the local rules as they now always go to the government account.
Removed ADMT command since all the information is available via ADM and the new GOV command.
See you in APEX!
Prosperous Universe is part of "Games Baked in Germany"
It fills us with joy to announce that Prosperous Universe is part of the "Games Baked in Germany" Steam event!
This event is all about highlighting the German games and game developers! We strongly encourage you to check out the event page and have a look around! There is a game for everyone!