Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!
Posted: 26 Feb 2021 23:42
Small update, I am still working on this bit by bit, hoping to get the first alpha out by end of this weekend
It won't have everything included, notably articulated trucks are staying out for now (as if anyone will miss the vehicles
), as well as the land-based electricity industry chain, and the "black hole" industries to allow building materials and electricity to have an end-game/alternate delivery location. But the improved town growth mechanics should be more or less implemented and ready for testing.
I've started building the set with the NML patch which opens up town register access, which has allowed me to properly implement the final stage of house construction. Self sustained houses will now require >5000 population, active passenger service, and a player-constructed Municipal Hub industry built nearby in order to begin appearing. The Hub is meant to act as a supplier for all the towns needs, which signals the end of your need to continue delivering cargo there. This, along with several other changes, should make town growth much more predictable and manageable, while at the same time increasing the challenge and spurring continued network growth well into the late-stages of the game
Disclaimer: I haven't had a chance to actually playtest these mechanics yet, so 5000 population may be a bit too much, or the industry may be a bit too expensive, etc, but that can all be adjusted if needed. I've just picked figures that feel right for now, but for sure building towns to the final stage will involve a lot more investment of time and resources than before. No more 10 minute builds and then moving on
I went a little overboard with this newfound power of accessing town storage and ended up turning the Hub into a sort of budget-ghetto-town-growth-info GS. Why? cuz BAD FEATURES r fun
Don't mind the power plant graphics, they're obviously just for testing. And this information "feature" may or may not actually be included, I'm just having fun with it


I've started building the set with the NML patch which opens up town register access, which has allowed me to properly implement the final stage of house construction. Self sustained houses will now require >5000 population, active passenger service, and a player-constructed Municipal Hub industry built nearby in order to begin appearing. The Hub is meant to act as a supplier for all the towns needs, which signals the end of your need to continue delivering cargo there. This, along with several other changes, should make town growth much more predictable and manageable, while at the same time increasing the challenge and spurring continued network growth well into the late-stages of the game

Disclaimer: I haven't had a chance to actually playtest these mechanics yet, so 5000 population may be a bit too much, or the industry may be a bit too expensive, etc, but that can all be adjusted if needed. I've just picked figures that feel right for now, but for sure building towns to the final stage will involve a lot more investment of time and resources than before. No more 10 minute builds and then moving on

I went a little overboard with this newfound power of accessing town storage and ended up turning the Hub into a sort of budget-ghetto-town-growth-info GS. Why? cuz BAD FEATURES r fun

Don't mind the power plant graphics, they're obviously just for testing. And this information "feature" may or may not actually be included, I'm just having fun with it
