This week we were focused mostly on fixes and tweaks, some of which were suggested by the community (thanks guys!). Here are some of them:
Unemployment is now shown not only as a percentage, but as an actual number (in parenthesis).
You can specify the number of rivals at the start of a new game (from none to 12). Also, if you don't want to bother with defending yourself and dealing with AI's requests you can make the rivals passive.
Opened panels and enabled overlays are now being saved between screens and save-loads.
Gifts and requests affect rivals' wealth.
Both local map and world map can now be scrolled using WSAD keys.
Before doing something that will change your neighbor's opinion you can see how exactly it is going to change (inspired by CKII).
On Load Game screen you can now double-click a savegame to load it right away.
All of the resource icons are accompanied by the appropriate resource name, which makes it easier to tell what it is.
Each rival city has a set of resources it needs, has (in abundance), is willing to sell or is willing to buy. The rival will accept gifts and make requests of resources he needs or buys, and may fulfill requests or send gifts of resources he has or sells. He also may want to start selling resources he has or start buying resources he needs.
Each rival's opinion is shown on the world map.
Better coasts and water objects (WIP).
Requests panel shows all currently active requests. Left-click on it opens city screen.
As always we would like to get as much feedback as possible, so please comment and send your thoughts to firstname.lastname@example.org. If you become our watcher on Indie DB or Desura, that also helps a lot! Don't forget to subscribe to one of our social network pages or YouTube channel. If you want to support the development — you can just purchase the game.
Sergio and Simon