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v0.1.53

v0.1.53

Donator

  • Fixed being able to list and see Eminent Domain perks for sale.

Head of State

  • Tax collection has begun! NPC Citizens now generate taxable income. This income starts at a baseline level and can be improved over time by improving your country in future updates.

  • The start of this program sees approximately 50% of your population working, and this will be able to be improved over time.

  • The average income per household is 20,000 bux to start, and again, can improve over time with wise leadership.

  • Tax collection works the same way as government point accrual. Simply check in, and watch your coffers fill with the hard earned money of your citizens!

  • NOTE: If you don't check in and manage your country, you don't earn taxes that day, and you don't earn the government point! Being an active leader is the best way to see your country prosper quicker!

  • For the first couple weeks, your operating expenses will be base calculated at 90% of your taxable income. This will adjust with time and will be able to be improved!

Logistics

  • Made additional backend preparations for the beginning of the new contract system.

  • Prepared the "Contract Service" system (Which will be used to assign trucks as contract operation trucks versus normal adhoc or personal operations.

  • Prepared Train & Aircraft shipments to have NPC companies and reputations, expect this to start in approximately 2 weeks.

  • Work has progressed well on this side project of getting contracts live, and I expect I may have the first iteration available via semis by sometime in April!

Production

  • Began testing initial UI for ship module additions and ship component construction.

  • New Recipe: Baseball Bat, Producible at Lumbermill

  • New Recipe: Aluminum Silicate Glass, Producible at Glass Factory

  • New Recipe: Sapele Plank, Producible at Lumbermill

  • New Recipe: Sugar, Producible at Food Factory

  • NOTICE: Over the course of March 2023, all 'Food' recipes will begin to be produced at FOOD FACTORIES and no longer at GENERIC FACTORIES. Please make your adjustment plans now!

Resource Acquisition

  • Fixed issue with some oil plots not producing oil properly after last oil update.

Resource Exchange

  • Created Raw Material Search System (Allows you to search globally for any raw material instead of just at the city level. Note: This weeks release will not include the ability to buy from the orders, you will have to go to the old RE to do this for the week.

  • Created Finished Material Search System (Allows you to search globally for any finished material instead of just at the city level. Note: This weeks release will not include the ability to buy from the orders on this new interface, you will have to go to the GM > Production Materials to do so.

  • Added the ability to view raw warehousing in new Global Exchange.

  • Added the ability to view finished warehousing in the new Global Exchange.

  • Added in basic trade monitor UI.

  • Added in basic trade history UI.

  • Added ability to generate new resource warehouse under new system UI.

  • This week is the 'pre-launch' of the newly rebuilt RE system, which will contain both what the old RE was, and what was also within the GM > Production Materials. This week is to just give you a small idea of what the new system is like, and is largely for visual familiarization. You can view most pages, but outside of creating warehouses and searching, it won't have functional options (Creating Orders Etc). For this week, continue to use the legacy systems for this.

  • Next week the old systems WILL TURN OFF. You will not lose any of your materials, but you will need to know how to find what you are looking for using the new system. At this point next week, the links for warehouses under business interactions will go away, as will the resource exchange and the global market > production materials. All of this will be replaced by a singular 'Global Exchange' that will be under the market tab.

  • All systems regarding the first iteration of the new epsilon upgrade will be expected live in the following patch, including the ability to place ranged orders for raw goods and finished materials.

Other

  • Fixed not being able to transfer undeveloped land to Farm/Contractor accounts.

  • NOTICE: In April, I will be REMOVING the "Farm" and "Contractor" accounts from Nauts (Don't panic, there's a plan!).

  • If you are a former FSN player who now only plays Nauts, you will be able to select what type of subsidiary you'd like to transition your old company to.

  • If you are a current FSN player who plays both, you will be able to select what type of subsidary you'd like and tick a box that will generate a new 'farm' company that will only be used in FSN.

  • There will be no loss of data, assets, or bux funding during this process, but it will be coming and is a necessary process to continue to finalize the splice out of the two entities, as the intended 'connection' between the two platforms down the road is the resource exchange and special events.

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