devlog

Build notes · page 2

Build notes, page 2

Devlog 05

What the tech tree closes off

Two hundred technologies is only interesting if taking one costs you another. This pass added real prerequisites and running costs to every branch, so a wide research strategy is now measurably slower than a focused one.

The tree also retires things. Moving into a new era removes a handful of early policies, which caught us out more than once in internal runs and stayed in because of it.

Devlog 04

Procedural maps that argue back

Map generation used to spread resources evenly enough that every run opened the same way. The generator now places seams, biomes and navigable water with far more variance, and it checks that the result is playable rather than fair.

Some seeds give you timber across the bay and no coal for an hour. Those runs turned out to be the ones testers talked about, so the generator keeps them instead of smoothing them away.

Devlog 03

Five districts, one ledger

Each district used to balance in isolation, which made them pleasant to build and dull to combine. Now the ledger is shared: industry pays for research, the port pays for industry, leisure sets the licence tiers the casino district can reach, and every one of them shows up on the same budget line.

It means a weak district is felt everywhere rather than quietly ignored, and it is the reason the current build asks you to plan a city instead of five separate towns.