Releases: Nashet/Prosperity-Wars
Releases · Nashet/Prosperity-Wars
No name update
Published v19 with small fixes - economy is more robust, less market fluctuations, artisans work better. Hopefully fixed bug with wrong province selection (for attack).
Added Focus button in message panel
Windows standalone: ES191win.zip
Going to do more updates with this version.
Education and better migration update
- Some textual fixes by @historyjackz
- Performance, bugfixing
- Universities #418
- Social guaranties should affect migration target #153
- Spread in time pops migrations\promotions growth. Add map showing population change (and density). Track short history of pop's promotions #425
- Add population density map #428
- Full list: Nashet/EconomicSimulation@v0.17.0...master
Windows standalone: ES18win.zip
Tradable shares update
- New enterprise ownership system, now enterprise (aka Factory) is a joint-stock company. It's shares could be owned (sold, bought) by Countries, Capitalists or Aristocrats #280 .
- International investments #390
- Redesigned UI a little
- Improved performance
- Bug fixing, refactoring
There is little more info about update on Pateron
Web demo
Download windows standalone - ES17win.zip
Fixing bugs and little more
- Add sorting and filters to tables #358
- Workers should migrate only in provincies where job available #369
- Fixed Capitalists invest in less profitable enterprises and they probably prefer upgrades instead of building. Also Aristocrats now can take loans for investment. Very good for economy #321
- Make workers salary based on demand/supply #366
- Fixed Not updating tooltips in play mode #258
- Increased penalty for government owned enterprises and for subsidized enterprises
- Fixed Exception on changing Economy policy to LF #365
- Fixed Gold variable overflow #373
- Map size increased a little
- Lots of refactoring
- More bugs fixed
Planned economy update
- Now you can control country trade + added some trade statistics
- Add planned economy #312 see wiki
- Add Exponent sliders #325
- Add average needs fulfilling #324
- Add countries list with statistics #322
- Make auto changes in politics after reforms #283
- Add restrictions for changing taxes with some types of economy #309
- Ability to make province independant #304
- Change needsFulFilling calculation. Now it based not on cost but on amount of consumed
- Should be able to remove social reforms with LF #302
- Updated wiki
- Fixed lots of bugs, improved performance
Substitute products update
- Population units now should choose to migrate or to demote if they don't like their life #106
- Added substitute products. For example, clothes could be made from either cotton either wool - https://github.com/Nashet/EconomicSimulation/wiki/Products
- Added more products like coal, electronics, Tobacco etc.
- Resource map added #301
- Domesticating invention and new army bonus - horses
- fixed wrong GDP per capita calculations
- fixed wrong not LF condition on factory upgrades
- made map more quadratisch
- some bugs fixed
Artisans update
- Added Artisans #244
- Added unlimited consumption for pops. Good for economy #88
- fixed Pops wouldn't return loans due to 100%+ consumption #272
- fixed Aristocrats can't build factories without serfdom food #268
- fixed Broken buying order for pops? Reduced sorting operations - significant performance improvement #273
- fixed same salary factories - bugged hiring. Very good for economy #7
- fixed some small bugs
Rebels update
- Added political Movements and Rebellions! #215 (Any upset pop can join some Movement. Movements have goals, like political reform or separatism. Eventually movement could start a uprising, if it can't fulfill it's goal politically.)
- Separatism movements! #228
- Soldiers could join rebel's side during rebellion. Also, disloyal armies would demobilize time to time
- Improved Population Unit window
- Added temporal province modifiers #138 (like, "just conquered")
- Reduced assimilation for cultures in core provinces #243
- Some reforms can be applied only step by step #245
- Added government modifiers #239 (for example, Polis has + 100% efficiency in capital, tribes have zero science modifiers. All types of government has size limits above which population will get extra disloyalty)
- Universal democracies wouldn't attack other UD
- Optimization
- Bug fixing
Performance fix
Map update
Changelog:
- some optimization for map generating & simulation
- borders for countries & provinces
- culture & cores modes for map
- ability to give control to AI or to change playing country
- countries relations
- population migrate only in neighbor provinces, but immigrate in any provinces
- new cores appear only in neighbor to other cores
- efficiency modifier for Farmers
- variable hire speed for enterprises
- small fixes & improvements