A month of robust building and trade updates!
Building Collection
As a building owner, a lot of changes have come your way. Inadvertently, building collection modules were able to stripmine their home tile relatively fast, due to rapid skill increases. We’ve reset and reconfigured building stats to be static; important to note that buildings still have and leverage skills, but they will not increase simply by ticking. Similarly, we’ve made some changes to ensure that the expected building collection is more reliable, enabling you to better plan production shifts.
Building Trade Settings
The biggest change here is installing discrete minimum and maximum settings in regard to commodities stored and produced. This will allow you to better control stockpiles, particularly valuable for mixed production buildings. Production limits are now better observed and more reliable across all modules.
You also have the ability to choose what resources are even considered for trade at your building. For example, if you have an ore mine that also smelts metals, you can opt to not trade away metal to retain it for your own use, while actively selling ore. A “default” button exists to automatically populate all commodities consumed and produced.
Clearly, all these new economic features and policies are working. You can even buy robots (at extortionate prices albeit).