- Update v1.3.1:
- Adjusted nuclear plant power output to make it more economical
- Expanded loading docks are now proportionally more expensive (But still cheaper per truck average)
- Updated Production Manual to show the dual requirements for pit mines
- NEW option to restart a sandbox map or campaign scenario added to the in-game pause menu
- Minor QoL adjustments to sandbox
- Fixed an issue where the Rail Tycoon achievement was not always triggering
- Fixed an issue where starting lot boundaries were not always appearing in larger maps
- Fixed an issue where you could get stuck navigating menus while using a controller
- Fixed an issue where you could begin international negotiations for invalid materials
- Fixed an issue where pipes which looped would cancel out, causing 0 net flow
- Fixed menus persisting after exiting a map
- Fixed an issue where cities would refuse to cancel or negotiate contracts
- Fixed an issue where occasionally reordering the construction queue would duplicate tasks
- Fixed some errors with text and spacing for summaries and reports
- Oil rigs now correctly calculate byproducts/natural gas production
- Fences now behave as intended and will not multiply unintentionally
- Poached candidates (Successful and unsuccessful) now count as one individual
- Only one round of candidates can now be active at one time
- Improved clarity for construction blockers and issues
- Typos and translation changes
- Update v1.3.0:
- Major updates:
- - Sandbox settings update:
- - Starting city locations can now be set to place randomly during new map generation
- - Initial road, rail, pipe and wire networks can now randomly generate during new map generation
- - Players can select if maps generate with harbors (if available), airports or rail connections
- - Initial resource deposits can be randomly placed at generation or be set to follow the distribution and arrangement from the related scenario
- - Players select the starting lot/location for their initial parcels of owned land
- - In addition to selecting owned initial lots, players now select 5 initial lots for access rights to reach road/utility networks if necessary or to explore the map
- - Six new sandbox-exclusive maps:
- - Boulder City, Nevada
- - Cortez, Colorado
- - Guam
- - Kauai, Hawaii
- - Key West, Florida
- - Ponce, Puerto Rico
- - New tropical biomes are in place for Guam, Kauai, Key West and Puerto Rico
- - New mini-vertical for manufacturing pharmaceuticals
- - New resources:
- - Drugs
- - Pharmaceuticals
- - Players need to invest part of their daily research into manufacturing
- - New models for pharma complex
- - Central office
- - Drug production/lab
- - Pharmaceutical production
- - Cities in the game will sometimes approach players with contract opportunities to sell certain resources to the local municipality
- - Cities will also sometimes approach players to purchase utilities (power and water)
- - There is a new season progression timeline in the reports front page to help track season length in each map
- - Worker happiness is adjusted to be more demanding and cities will expand on their own far less frequently
- - Workers will react negatively to having far more excess housing than available jobs (aka unemployment)
- Minor changes/updates/bug fixes
- - Executive assistants will no longer appear in sandbox maps with useless requests
- - Some manager traits and upgrades for farms and furnaces were not working as advertised
- - VP of PR upgrades to discount housing subsidy costs were not working as advertised
- - Update some event triggers to exclude scenario events from sandbox
- - When you are granted a new lot in a mission or as a result of an action, the camera can be panned to the new lot
- - Hawaii will now have a pin on the globe
- - Sandbox scenarios no longer give an introductory message
- - [BUG FIX] Fix up international contracts so that they no longer offer to sell players things that are "end products" (cars, toys, foodstuffs, etc.)
- - [BUG FIX] On controller, the confirmation button on conveyor management was sometimes unreachable
- - [BUG FIX] Sometimes overlapping urgent notifs would block one another resulting in a soft lock
- - [BUG FIX] You couldn't do a lunch meeting if your influence was precisely 0
- - [BUG FIX] Battery purchase orders weren't laddered correctly in a couple of instances
- - [BUG FIX] Cold calling will no longer show people you already know
- - [BUG FIX] Sometimes (especially with coal), you would be granted the same lot over and over again
- - [BUG FIX] You could try to send your VP of Sales to an international show while attending a regular trade show
- - [BUG FIX] Sometimes contract deliveries to be met went negative
- - [BUG FIX] Sometimes the number of stars in investor tracking was not totalling correctly
- - [BUG FIX] Trucks no longer go offroad around complexes
- - [BUG FIX] Fixed some instances where saves were failing to load
- - [BUG FIX] Fixed some instances where stars were not totalling correctly
- - [BUG FIX] Cities would occasionally try to offer contracts for products that don't exist on the map
- - [BUG FIX] City contracts would sometimes be un-negotiable
- - [BUG FIX] Pause menu was inaccessible during the plot selection process for sandbox
- - [BUG FIX] International contracts will now allow you to deal drugs and pharma products
- - [BUG FIX] Utility throughput would something stop working
- - [BUG FIX] Menus would occasionally refuse to close
- - [BUG FIX] Rare softlock when accessing plot mode in sandbox
- - Some minor visual and animation updates
- - Small typo, translation and text updates