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ProsperityNewsJuly 2019 Update!
Game update

July 2019 Update!

Prosperity · published 27 Jul 2019, 00:17 UTC

All newsPlayers around this dateRead on Steam

Hey Everyone,

Thank you for being patient with our July update! We've been making progress in increasing the depth and giving players more control over different aspects of the game, so let's get down to the details.

New Features

* Tools system - Tools have come into existence! Your workers have an innate desire for tools and if you have the tools they will use it. Overall efficiency of all workers depend on availability of tools (there's no penalty for not having tools). Efficiency is calculated as a percentage of "tool points" fulfilled vs. desired. Note that tools do break over time so it'll be necessary to replace broken tools. Improved tools provide 3 points and regular tools provide 1 point (i.e. 1 improved tool is equivalent to having 3 regular tools in terms of how long they last).

* Work Orders - This new system was created so that players can request special batches that are not the workers' normal batch. For example, Lumber Millers will have the ability to create Fine Lumber from (Regular) Lumber. Work Orders are unlocked once workers reach a certain amount of experience.

* Land Clearance - The Explorer was redesigned in this update. Instead of randomly finding Forest space for you, they will now have a chance of finding Land Parcels, which represent a piece of land that can become useful - if you decide to invest in working them. It will take some time, and resources, but you'll get a very rare resource - land.

* Apothecary Shop - a new Improvement for Forest zones in Districts, Apothecary Shops can improve your district's resilience against the spread of disease.

Tweaks

* Hospital Privitization previously simply added some money to your coffers (except when it didn't because there was also a bug). This tech has been modified to provide the player with a scaled policy to set just how greedy the Hospital should be run.

* A new one-time conversation happens now when you hire a lot of lumberjacks

* Taxation - changed the scaling for awesomeness when tax income increases

* Reduced the scaling for tech exp required for next level

**Bug Fixes**

* Fixed a bug where the game crashes when a batch was reset prematurely

* Fixed a bug where abandoning a district doesn't empty the district of its workers properly

* Fixed a text description bug regarding Tree Selection

QoL

* In game notifications will now display a button for the relevant action to describe what would happen when the player clicks on the notification (for example, go to the trading screen)

* Special Project Cards will now describe how many days Setup and Ramp up could take

* District details will now explain the stats - Workers, Food, Loyalty, Efficiency, and Production in the tooltip in greater detail

* Efficiency Breakdown for workers will now be shown right away when you open the worker details

* Added icons for land, missing item icons

* Added new actions for some in game notifications for switching to a different screen

Big thanks to all the beta testers and new players who provided me with all the bug reports, suggestions, to make this game incrementally better at every update!

Cheers!

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