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Update 3 is out!

  • Captain Filip
  • 21 hours ago
  • 30 min read

We are happy to announce that Update 3 is finally here! Lay tracks, move cargo, and revolutionize your island’s logistics with powerful trains. To conquer space, take your industry to orbit and unlock endless possibilities with unlimited end-game!

Check out our trailer to see all the new cool stuff in Captain of Industry!



Our own translation tool is live!

We now have our custom-made translation tool running at hub.coigame.com. You can support our game by helping to translate it into your language! Also, be sure to check out the blueprints and maps created by our wonderful community - or upload your own!



Update 3 changelog (patch notes)

v0.7.0 (Update 3)

Backwards compatibility

  • Saves from Update 2 are compatible with Update 3. However, due to various changes, existing factories may need updating.

  • You can still play Update 2 on Steam, if you want on branch update2-legacy


Notable breaking changes

  • Removed Bricks and replaced with simpler concrete recipe made in Kiln.

  • Glass Maker I now returns broken glass, not slag.

  • 2x Glass Maker II needed per Blast Furnace II.

  • FBR now consumes significantly more yellowcake and costs Titanium to build. Machines supporting it have updated ratios, and both reprocessing and enrichment now require more power.

  • Consumer Electronics, Solar Panel (Mono) now require Aluminum (not steel).

  • Lab Equipment II uses glass instead of steel; production ratios overhauled.

  • Thermal Storage now returns water, not depleted steam.

  • Belt & pipe usage increases maintenance; long versions use more power (discount removed).

  • Oil: Naphtha/Diesel cracking no longer outputs sour water (removed sulfur loop).


New feature: Trains

  • Added trains, train stations, and train tracks building.

  • Two types of locomotives: steam and diesel.

  • Grid-based train tracks construction supporting 16 cardinal directions. For more details see Captain’s diary #45.

  • Train tracks can be elevated and constructed on pillars up to height of 5.

  • Signal-free train routing supporting complex scenarios such as sidings, round-abounts, or waiting bays. For more details see Captain’s diary #46.

  • Modular train stations allow continuous train loading. For more details see Captain’s diary #47.

  • Advanced features like train arrival limits or load/unload conditions are also supported.

  • Signalled level crossings allowing vehicles to traverse train tracks safely.

  • Train path-finder runs on a background thread, not affecting game performance in a significant way.


New feature: Offices and focus system

  • Build offices to leverage your growing population.

  • Offices assigned with workers and given Office Supplies, provide Focus points which can be allocated into modifiers and perks similarly to edicts but without Unity cost.

  • This is an end-game mechanic allowing you to scale your population and overclock parts of your industry.

  • For more details see Captain’s diary #48


New feature: Space program, asteroid mining

  • Rockets can now deliver cargo to orbit.

  • Added option to build, upgrade and maintain a space station.

    • Space station provides advanced research, unity bonus and research efficiency bonus.

    • Upgrades are unlimited, the only real limitation is how effectively you can scale.

  • Added a second tier of Rocket.

  • Added a new mechanic to search and deliver asteroids in order to mine them at your island.

  • For more details see Captain’s diary #48


New feature: Infinite research

  • Extended the research tree with 18 new infinite research nodes that provide significant bonuses and allow to overclock your industry to new possibilities.

  • Repeatable research nodes get more and more demanding - providing a significant end-game resource sink.

  • Advanced research nodes also require space points supplied by an operational space station.


New production chains

  • More than 40 new products.

  • Added smelting and production of Aluminum and Titanium.

  • Added production of diamonds.

  • Added Electronics IV produced from Sapphire wafers and diamonds.

  • Added products for the space program - space probe parts, station parts, crew supplies, compact reactor and more.

  • Added Luxury goods as a new product into settlements.

  • Added The Internet as a new module providing computing to settlements.


New content

  • New Ore sorter II with 10x more throughput than tier I.

  • New mineable resources: uranium, bauxite (aluminum ore), and titanium ore, added to all maps.

  • New Settlement IV.

  • Added Pipe IV with throughput of 900 per minute (compared to 450/m of T3 pipe).

  • Added 24 new contracts.


New mechanics

  • Added support to define power consumption multipliers per recipe.

  • Added option to set FBR breeding ratios for allowing dedicated breeder reactors and more advanced configurations.


Maps

  • Added a new map, Dragontail Isle, that is currently the largest official map in the game (22 km^2), where logistics via trains will be necessary.

  • Updated existing maps:

    • New Haven: land area increased from 4 to 11 km^2

    • Armageddon: land area increased from 17 to 20 km^2

    • The Beach: land area increased from 5 to 14 km^2

    • Curland: land area increased from 5 to 16 km^2

    • Golden Peak: land area increased from 3 to 16 km^2

    • You Shall Not Pass: land area increased from 6 to 18 km^2

    • Crater (from Supporter’s edition): land area increased from 7 to 18 km^2

  • Insula Mortis was retired but will be available on CoI Hub


New user interface

  • Complete UI overhaul

  • Overhauled more than 60 entity detail windows, statistics, codex window, HUD, blueprints and more.

  • Fully overhauled statistics with new bar charts, pie charts and better context information.

  • Significantly increased responsiveness and speed of computationally expensive UI components such as conveyors/pipes construction and building/blueprint construction.

  • Introduced new quality of life features

    • Storage slider to limit products output to belts & pipes.

    • Pinning windows, maximizing some windows.

  • UI now surfaces much more information thanks to rich floating windows.

    • Actual fuel, maintenance consumptions

    • Vehicle attributes shown in vehicle depot.

    • More information about mechanical shafts.

    • Ability to inspect machine buffers.

  • Toolbar overhaul

    • Toolbar groups items by tier reducing clutter.

    • Added Toolbar sub-categories for a more goal oriented approach.

  • Added search box into Blueprints and Contracts.

  • Codex window

    • Added machine information pages.

    • Added option to build machine directly (ctrl + click).

    • Added history navigation.


Updated content and mechanics

  • Increased maximum height of conveyor and pipe support pillars from 3 to 5.

  • All vehicles can now travel under obstacles such as pipes given sufficient clearance. For example, T1 excavators or haul trucks have a clearance of 4 and can travel under a pipe at height 5 or higher.

  • Controlled areas of mine and forestry towers can now be a polygon instead of just a rectangle.

  • Increased maximum area of mine and forestry towers.

  • Increased maximum vehicles limit from 180 to around 400 (depending on infinite research level).


Graphics

  • Improved overall scene lighting and color grading.

  • Introduced new texture quality setting that controls resolution of displayed textures.

  • Increased resolution of many textures by 2x and 4x.

  • Updated 3D models for conveyor belts, pipes, lifts, robotic assemblers (T4 and T5), rocket launch pad, and many products.

  • Improved ambient occlusion rendering of various models.


Performance Improvements

  • Increased vehicle path-finder performance by 40%.

  • Trees

    • Trees rendering is now ~3x faster, increasing overall game FPS by 10-25% in the early game.

    • Tree stumps rendering is now ~10x faster.

    • Growth of trees and decay of stumps no longer cause any CPU overhead, FPS increase 5-10% for saves with lots of forestry action.

    • Trees highlight rendering (harvesting selection) is now 5x faster, removing FPS drop when shown.

    • Trees selection and deselection operation is now 7x faster, removing lag when selecting large groups of trees.

    • Optimized data structures and algorithms for trees, reducing per-tree memory footprint and increasing performance of operations such as tree search for harvest by ~3x.

  • Optimized game initialization and loading, resulting in faster load times by a few seconds on average.


Balancing

  • This is just a simplified summary

  • Population goods and services consumption reduced by 10%.

  • Increased housing capacities.

  • Increased goals rewards.

  • Ore sorting made the default mechanic for all new games.

  • Maintenance

    • Reduced maintenance of excavators and haul trucks.

    • Reduced idle maintenance from 33% to 20%.

    • Reduced workers and power in maintenance depots.

    • Doubled the throughput of Maintenance depot (basic) + 10 free maintenance.

  • Belts & pipes changes

    • Belts & pipes now cost maintenance.

    • Increased power consumption of belts, especially by removing discounts for long ones.

  • Recycling efficiency

    • Base efficiency reduced from 25% to 20%.

    • Removed 10% bonus from research.

    • Max possible efficiency reduced from 90% → 60% (75% with offices).

  • Rebalanced a few edicts, mainly recycling ones that got more expensive.

  • Increased storage units capacities and decreased costs for III and IV.

  • Research changes

    • Introduced research efficiency which scales with population size.

    • Increased Unity consumption of Lab II, III, IV.

    • Increased workers required in Research labs.

    • Made mid-game research ~1.5x more expensive, end-game research is ~2x more expensive.

    • Removed compression from research parts but increased quantities and science to compensate.

    • Make research costs clear by showing their values in research points.

    • Significantly softened unintended science price increase when upgrading labs and researching techs from the previous tiers.

  • Research tree changes

    • Collapsed several less exciting research nodes into other ones.

    • Moved terrain leveling to come earlier.

    • Moved glass & salt to come before Research Lab II as many of you requested. As your punishment for such a request you now need to add glass into Lab Equipment II.

    • Moved Gold smelting to come after Research Lab II and not after Lab III.

    • Moved Arc furnace II to come after Res. Lab III instead of after Lab IV (similar with CO2 recycling).

    • FBR is now locked behind the Titanium research node.

    • Split recycling edicts into individual research nodes and make them more costly to research.

  • Smelting changes

    • Increased ore and coal consumption for iron, copper, and silicon smelting to scale ores flow.

    • Quartz consumption increased for silicon production (1.3x more quartz per output).

    • Removed computing from Arc II and bumped it to 6 MW.

    • Made Arc I capable of smelting the same recipes as Arc II and increased power to 4 MW.

    • Smelting scrap is more economical on fuel consumption thanks to new power multipliers.

    • Graphite production takes less coal.

  • Glass production changes

    • Removed compression from glass mix, Increased glass compression.

    • Glass maker I returns Broken glass instead of Slag.

    • Reduced throughput of Glass makers.

  • Balanced crushers to match new ore consumption, Iron & Copper crushing got more demanding, Quartz crushing less demanding, reduced power draw of crushers.

  • Cargo ships & depot modules

    • Cargo ships I,II now hold 500 per module.

    • Cargo ships III & IV now hold up to 750 per module (6000 total for Ship IV compared to previous 2880/3520).

    • Cargo ships fuel use adjusted to match new capacities (e.g. 30 → 40 diesel per module).

    • Cargo depot module capacities and throughput updated accordingly.

  • World map mines

    • Increased world mines & oil rigs throughputs and increased several deposits.

    • Significantly increased maintenance of world mines & rigs.

  • Electronics II now costs 2x Electronics I

  • Microchips changes

    • Now cost more silicon (2 per chip) but require less gold, acid, and plastic per unit.

    • Microchip Maker I throughput increased by 50%; Maker II now 3× faster than Maker I.

  • Computing changes

    • Servers are twice as expensive, but datacenters now require half as many.

    • Racks provide 2× more computing power but consume 2× more electricity.

    • Increased computing demand from Microchip Makers; reduced computing use in Assemblers.

  • Oil processing rebalanced for higher throughput and realism

    • Distillation towers now process more Crude and yield more Heavy oil and Naphtha (e.g. Heavy oil, Light oil).

    • Increased energy density of Medium Oil.

    • Fixed several energy-positive recipes (e.g., Naphtha to Diesel) and improved some overly energy-negative ones.

    • Fixed Sulfur-positive loop in Diesel to Naphtha by replacing Sour Water with Fuel Gas; similarly replaced Sour Water with Hydrogen in the Naphtha to Fuel Gas recipe.

    • Made Rubber cheaper and Plastic more expensive.

    • Reduced Sulfur output from the Sour water stripper.

  • Electrolyzers & Hydrogen

    • Increased throughput and reduced baseline power consumption for non-Hydrogen recipes.

    • Increased power efficiency of Electrolyzer II for hydrogen production.

    • Increased cost of producing hydrogen from Super pressurized steam.

    • Added a recipe to produce Ethanol from Carbon dioxide.

  • Nuclear and Uranium rebalanced

    • Yellowcake cost from Uranium tripled.

    • Enrichment and FBR power demands significantly increased.

    • FBR, Enrichment plant, Reprocessing plant maintenance significantly increased.

    • FBR consumes 72 Uranium Ore / 60 via blanket enrichment (12 yellowcake instead of 0.8).

    • FBR no longer burns Depleted Uranium for free (requires infusion with enriched blanket).

    • Renamed Crushed Uranium Ore to Uranium Ore Powder; crushers now process less input.

    • Reprocessing recipes updated for cleaner ratios.

    • Added option to make Plutonium and U20 outputs from enriched blankets.

    • Removed Pu + U4 => U20 recipe and introduced Pu => Core recipe.

    • Increased radioactivity for several nuclear products (e.g., Plutonium, Fission Products).

    • Nuclear Waste Storage capacity increased from 1600 to 2400.

    • FBR is no longer positive on enriched fuel when running in self-sustaining mode and has multiple breeding levels.

0 (no breeding), takes 0.5 fuel

1 (equilibrium), takes 1 fuel (no longer 4% positive)

3, takes 1 fuel, produces just 1/4th of steam

  • Solar panels changes

    • Power output increased by 25%.

    • Maintenance got reduced by a factor of 4.

  • Electric boiler

    • Power consumption increased.

    • Make available earlier (right after power generation II).

  • Increased vehicle parts compression and increased costs of vehicles by 50%.

  • Slowed down T1 and T2 trucks by 10%.

  • Crops & food changes

    • Increased compression of Food Packs and simplified their recipes.

    • Increased yield of Fuel Gas, Ethanol and Diesel from crops.

    • Added digestion recipes for Corn, Soybeans, and Sugar cane.

    • Added burning recipe for Canola.

    • Increased crop yields for Sugar cane, Canola, Poppy.

    • Burning Animal Food, Biomass yields more Steam.

    • Increased snacks compression by a factor of 2.

    • Anaerobic digester returns twice as much compost from sludge.

  • Fertilizer changes

    • Fertilizer II fertilization potential increased from 2% to 2.5% and its production slightly reduced.

    • New recipe to blend dirt into Fertilizer (organic).

    • New recipe to blend Fertilize (organic) into Fertilizer I.

  • Pollution changes

    • Pollution health penalty is no longer capped at 40.

    • Increased throughput of Exhaust Scrubber.

    • New exhaust scrubbing recipe using limestone to fully mitigate pollution.

  • Unity changes

    • Reduced Unity provided by Consumer electronics.

    • Reduced Unity from Healthcare.

    • Disabled quick delivery for Rainwater harvester.

  • Thermal storage changes

    • Charging heat loss reduced from 20% to 10%.

    • Changed to return water instead of depleted steam.

  • Other maintenance changes

    • Add maintenance for Rainwater harvester, Incineration plant, Compactor, Shredder.

    • Reduce maintenance for diesel generators.

  • Other new recipes

    • Alternative recipe to produce CP1 out of steel to save wood.

  • Other recipe changes

    • Removed exhaust byproduct from golden scrap smelting.

    • Added all recipes from T3, T4 assemblers to T4, T5 assemblers making them always compatible for upgrades.

  • Evaporation Ponds yield less salt from seawater and brine.

  • Reduced throughput & capacity of Ore sorting plant I.

  • Reduced workers in farms, cooling towers, casters, boilers and more.

    • Made Robotic assembly T5 to require Maintenance III and no workers.

  • Increased power consumption of Air separator.

  • Reduced rocket build duration to 4 minutes.


Quality of life

  • Conveyor belt/pipe connectors can now be constructed directly on transports with a transport tool or directly from the build menu.

  • Added option to Unity-remove products from transports and connectors.

  • Right-clicking on a product icon in the storage inspector now opens the Codex instead of starting storage clearing.

  • Improved products to ports mapping for Ore sorters, providing more flexibility.


Camera

  • Added a new first-person drone-like camera type to photo mode, controllable via controller or keyboard.

  • Camera position no longer resets when moved after loading a saved position.

  • Camera saved position now also restores the rotation (only for newly saved positions).


Notable fixes

  • Fixed map cache loading that did not take into account mods. This could result in a map being loaded with incorrect materials.

  • Fixed issue where terrain was not updating fast enough or at all when too many changes were being made every tick.

  • Fixed multiple cases where transport connectors would not be constructed when connecting to multiple ports simultaneously.

  • Fixed tree planting that could get into a state where planters were no longer planting.

  • Rocket engine smoke no longer animates after the game is loaded.

  • Screenshots taken in the photo-mode now have a bloom post-processing effect and have the correct image format when MSAA is disabled.

  • Fixed issue with some surface designations disappearing on load.

  • Fixed trees highlight that was incorrectly highlighting the billboard model.

  • Tree model variants are now stable between game loads.

  • Fixed curbs of custom surfaces that now appear instantly after load without a delay.

  • Fixed maintenance that was sometimes not properly discounted when an entity was idle.

  • Fixed various animations not being properly loaded, e.g. rocket transporter tower holding a rocket.


Modding

  • Lots of API changes, especially in UI, will make most mods dysfunctional. Please update or remove mods before proceeding with old saves.


Translations

  • Created and published a new translation portal for community translations with an intuitive voting system and better game integration at http://hub.coigame.com/.







Detailed balancing changes


Bricks

  • Removed bricks and instead introduced a simplified recipe for concrete. This replaced dirt for limestone in the early game. Any bricks stored in the Shipyard get converted into concrete on game load.


Transports

  • All transports now cost maintenance

  • Increased electricity consumption to be linear

    • T1 conveyors use slightly less power until lengths ~500 where they take more power (discount for early-game).

    • T2 conveyors use more power from lengths ~50, 2x more at length 700.

    • T3 conveyors use more power, 2x more at length 400. 

    • Electricity scaling for conveyors is 2 : 4 : 8

    • Pipes consume no electricity 


Maintenance

  • Reduced idle maintenance percentage from 33% to 20%.

  • Throughput of maintenance depot (basic) was doubled + got extra 10 free maintenance


Research

  • Removed compression from research parts but increased quantities and science to compensate.

    • Up to 48 quantity per minute per lab at T4

  • Significantly softened unintended science price increase when upgrading labs and researching  techs from the previous tiers.

  • Mid-game research is ~1.5x more expensive, end-game research is ~2x more expensive.

  • Increased workers in research labs. 

    • Basic: 4 => 6, I: 8 => 12, II: 16 => 20, III: 30 => 46, IV: 48 => 80

  • Unity changes for research

    • Lab II:  0.25 => 0.3

    • Lab III: 0.25 => 0.4

    • Lab IV: 0.25 => 0.5


Edicts

  • Reduced max vehicle fuel saver edict from 30% to 25%

  • New edict: Research efficiency increase

  • Farming boost edict

    • Before: +10%, +10%, +10% - 1, 1.5, 2 Unity

    • After:    +15%, +12%,   +8% - 1, 1,    1 Unity

  • Maintenance reducer edict

    • Add extra step III: 5% reduction for 1 unity

  • Recycling edicts are now more expensive

    • Before: 20%, 15%, 10%, 10%          - 1, 1, 1, 2 Unity            | 55% for 5 Unity

    • After:    12%, 10%,    8%,   5%,  5% - 1, 1, 1.5, 1.5, 2 Unity  | 40% for 7 Unity

  • Water saver edict changes:

    • Before: 20%, 15%, 5% => 15%, 12%, 8% (no unity changes)

  • Increased goods consumption edicts

    • Before: +25% goods => +20% Unity, +60% goods => +40%U, +110% goods => +60%U

    • After:    +20% goods => +15% Unity, +40% goods => +30%U,   +70% goods => +45%U

  • Plenty of food edict

    • Before: +25% food => 1 Unity, +50% food => 2.5 Unity

    • After:    +20% food => 1 Unity, +40% food => 2 Unity


Recycling

  • Reduced base recycling efficiency from 25% to 20%

  • Removed a research node providing 10% recycling efficiency bonus

  • Offices provide additional 15% recycling bonus

  • That means previous max recycling efficiency (with edicts & research) was reduced from 90% to 60%, whilst office provide additional 15%


World mines

Increase maintenance of world mines, old / step => new / step below

  • Oil rig 8 => 18

  • Water well 4 => 6

  • Sulfur mine 10 => 16

  • Coal mine 12 => 18

  • Quartz mine 12 => 18

  • Uranium mine 12 => 18

  • Limestone mine 10 => 18

  • Rock mine 8 => 16

Quartz mine

  • Mined: 8 => 12 / step

  • 0.4 => 0.3 Unity / step

Limestone mine

  • Mined: 6 => 8 / step

Rock mine

  • Mined: 9 => 12 / step

Coal mine

  • Mined: 9 => 16

  • unity 0.5 => 0.4

  • deposit from 0.5M to 1.5M

Uranium mine

  • Mined: 3 => 12

  • deposit 400k => 800k

Oil rig

  • Mined: 9 => 10

  • Increased end-game deposits (2x0.7M => 2x1M)


Cargo ships & contracts

Increased cargo ships modules capacities

  • Fluid: 440 => 500

  • Countable, Loose: 360 => 500

  • Cargo ships III & IV got an extra 50% capacity boost bringing them to 750 per module. Cargo ship IV which had a capacity of 2880 (or 3520 for fluid modules) has now capacity of 6000.

  • Fuel consumption made to scale with ship III, IV increased capacity. Also fuel consumption slightly increased to match the bump in ships capacities (from 30 => 40 diesel per module, base cost stays the same).

  • Cargo depot modules were modified to accommodate ship changes, so their capacities are now: 250,500,1000 corresponding to I,II,III tiers of cargo depot modules. Their throughput was increased as well.


New contracts

  •  CP IV => Bauxite

  •  CP IV => Titanium

  • VP3 => Coal

  • Composite Core => Limestone

  • Composite Core => Bauxite

  • Composite Core => Fuel gas


  • VP2 => Imported Goods

  • Diamonds => Imported goods


  • Slag => Waste

  • Slag => Sludge

  • Manufactured sand => Dirt

  • Dirt => Fuel gas

  • Sulfur => Coal


  • Fertilizer II => Sugar cane

  • Fertilizer II => Wheat

  • Sausage => Wheat

  • Meat => Vegetables

  • Consumer electronics => Chicken Carcass

  • Wood => Corn

  • Snack => Corn 


  • Iron ore => Limestone

  • Iron ore => Bauxite

  • Iron ore => Copper ore

  • Copper ore => Iron ore


Contracts rebalancing

  • All contracts rebalanced to accommodate to balancing changes (similar profitability)

  • Improved Lab Equipment 4 => Uranium ore

  • Slightly improved Quartz contracts

  • Improved Household goods => Coal, Cement => Coal, Lab equipment III => Coal


Storage units

Increased storage units capacities:

  • T1: 180 => 200

  • T2: 360 => 400 

  • T3: 2160 => 2500 

  • T4: 4320 => 5000


Reduced costs of Storage units

  • Tier III cost:   90 CP3 => 60 CP3

  • Tier IV cost: 180 CP3 => 120 CP3


Furnaces

Power balance

  • Arc furnace I: 3 MW => 4 MW

  • Arc furnace II: 5.5 MW => 6 MW + removed computing requirement

  • Removed computing requirement for Arc furnace II


Iron

  • Blast I

    • Before: 24 iron ore +   9 coal => 24 molten iron + 12 slag + 24 exhaust

    • After:    30 iron ore + 12 coal => 24 molten iron + 12 slag + 24 exhaust

  • Blast I, scrap

    • Before: 24 scrap + 9 coal => 24 molten iron + 18 exhaust

    • After:    24 scrap + 6 coal => 24 molten iron + 18 exhaust

  • Blast II

    • Before: 36 iron ore + 3 limestone + 15 coal => 48 molten iron + 18 slag + 36 exhaust

    • After:    48 iron ore + 6 limestone + 15 coal => 48 molten iron + 18 slag + 36 exhaust

  • Blast II, scrap

    • Before: 48 scrap + 15 coal => 48 molten iron + 30 exhaust

    • After:    48 scrap +   9 coal => 48 molten iron + 27 exhaust

  • Arc I

    • New:    24 iron ore + 3 limestone + 3 graphite => 24 molten iron + 9 slag + 6 exhaust

  • Arc I, scrap

    • New:    24 scrap + 3 graphite => 24 molten iron + 3 exhaust  | x0.6 power

  • Arc II

    • Before: 36 iron ore + 3 limestone + 3 graphite + 6 water => 48 molten iron + 18 slag  + 6 steam + 12 exhaust

    • After:    48 iron ore + 6 limestone + 3 graphite + 6 water => 48 molten iron + 18 slag  + 6 steam + 12 exhaust

  • Arc II, scrap

    • Before: 48 scrap + 3 graphite + 6 water => 48 molten iron + 6 steam + 6 exhaust

    • After:    48 scrap + 3 graphite + 6 water => 48 molten iron + 6 steam + 6 exhaust | x0.6 power


Copper

  • Blast I

    • Before: 24 copper ore +   9 coal => 24 molten copper + 12 slag + 24 exhaust

    • After:    30 copper ore + 12 coal => 24 molten copper + 12 slag + 24 exhaust

  • Blast I, scrap

    • Before: 24 scrap + 9 coal => 24 molten copper + 18 exhaust

    • After:    24 scrap + 6 coal => 24 molten copper + 18 exhaust

  • Blast II

    • Before: 36 copper ore + 6 sand + 15 coal => 48 molten copper + 18 slag + 36 exhaust

    • After:    48 copper ore + 6 sand + 15 coal => 48 molten copper + 18 slag + 36 exhaust

  • Blast II, scrap

    • Before: 48 scrap + 15 coal => 48 molten copper + 30 exhaust

    • After:    48 scrap +   9 coal => 48 molten copper + 27 exhaust

  • Arc I

    • New:    24 copper ore + 3 sand + 3 graphite => 24 molten copper + 9 slag + 6 exhaust

  • Arc I, scrap

    • New:    24 scrap + 3 graphite => 24 molten copper + 3 exhaust | x0.6 power

  • Arc II

    • Before: 36 copper ore + 6 sand + 3 graphite + 6 water => 48 molten copper + 18 slag  + 6 steam + 12 exhaust

    • After:    48 copper ore + 6 sand + 3 graphite + 6 water => 48 molten copper + 18 slag  + 6 steam + 12 exhaust

  • Arc II, scrap

    • Before: 48 scrap + 3 graphite + 6 water => 48 molten copper + 6 steam + 6 exhaust

    • After:    48 scrap + 3 graphite + 6 water => 48 molten copper + 6 steam + 6 exhaust | x0.6 power


Silicon

  • Arc I

    • Before: 24 sand +   6 coal + 3 graphite => 24 molten silicon +   9 slag + 18 exhaust

    • After:    48 sand + 12 coal + 3 graphite => 36 molten silicon + 18 slag + 24 exhaust

  • Arc II

    • Before: 48 sand +   6 coal + 3 graphite + 6 water => 48 molten silicon + 18 slag + 6 steam + 36 exhaust

    • After:    96 sand + 24 coal + 3 graphite + 6 water => 72 molten silicon + 36 slag + 6 steam + 48 exhaust


Silicon Reactor

  • Before: 12 molten silicon + 3 hydrogen => 12 polysilicon

  • After:    18 molten silicon + 4 hydrogen => 18 polysilicon


Glass rebalance

Mixer I

  • No acid:

    • Before: 48 sand + 12 limestone + 12 salt => 36 glass mix

    • After:    60 sand + 15 limestone +   6 salt => 60 glass mix

  • With acid

    • Before: 48 sand + 12 limestone + 12 salt + 12 acid => 48 glass mix

    • After:    48 sand + 12 limestone +   6 salt + 12 acid => 60 glass mix

Mixer II

  • No acid:

    • Before:   96 sand + 24 limestone + 24 salt =>   72 glass mix

    • After:    120 sand + 30 limestone + 12 salt => 120 glass mix

  • With acid

    • Before:  96 sand + 24 limestone + 24 salt + 24 acid =>   96 glass mix

    • After:     96 sand + 24 limestone + 12 salt + 24 acid => 120 glass mix


Blast I:

  • Before: 24 glass mix + 9 coal => 24 molten glass +   9 slag + 24 exhaust

  • After:    30 glass mix + 9 coal => 24 molten glass + 12 slag + 24 exhaust

Blast I, broken glass

  • Before:  36 broken glass + 9 coal => 24 molten glass + 18 exhaust

  • After:     36 broken glass + 6 coal => 24 molten glass + 18 exhaust

Blast II:

  • Before: 48 glass mix + 15 coal => 48 molten glass + 12 slag + 36 exhaust

  • After:    60 glass mix + 15 coal => 48 molten glass + 24 slag + 36 exhaust

Blast II, broken glass

  • Before:  72 broken glass + 15 coal => 48 molten glass + 30 exhaust

  • After:     72 broken glass +   9 coal => 48 molten glass + 27 exhaust

Arc I

  • New: 30 glass mix + 3 graphite => 24 molten glass + 12 slag + 18 exhaust

Arc I, broken glass

  • New: 36 broken glass + 3 graphite => 24 molten glass + 18 exhaust | x0.6 power

Arc II

  • Before: 48 glass mix + 3 graphite + 6 water => 48 molten glass + 21 slag + 6 steam + 12 exhaust

  • After:    60 glass mix + 3 graphite + 6 water => 48 molten glass + 21 slag + 6 steam  + 12 exhaust

Arc II, broken glass:

  • Before: 72 broken glass + 3 graphite + 6 water => 48 molten glass + 6 steam + 6 exhaust

  • After:    no change | x0.6 power


Glass maker I

  • Before: 24 molten glass => 24 glass + 6 slag

  • After:    24 molten glass => 12 glass + 12 broken glass

Glass maker II

  • Before: 48 molten glass => 72 glass 

  • After:    24 molten glass => 24 glass

Glass maker II, costs changes

  • Workers: 14 => 8

  • Build cost: 120 CP III => 100 CP III

  • Maintenance: 8 M1 => 4 M2

  • Power: 800 KW => 500 KW

Glass maker I

  • Power: 350 KW => 300 KW


Reduce glass in PCB by 2x from 12 to 6.

Reduce glass needed for greenhouses by 2x

  • I: 320 => 160

  • II: 640 => 320

Reduce glass in Housing III by 2x

  • 240 => 120


Household goods

  • Before: 8 glass + 4 wood + 1 steel => 8 household goods

  • After:    4 glass + 4 wood + 2 steel => 8 household goods


Graphite

Chemical plant I

  • Before: 6 coal +   3 chlorine => 12 graphite +  6 sour water

  • After:    4 coal + 12 chlorine => 12 graphite +  4 sour water


Chemical plant II

  • Before: 12 coal +   6 chlorine => 24 graphite + 12 sour water

  • After:      8 coal + 24 chlorine => 24 graphite +   8 sour water


Crushers

Iron / Copper

  • Crusher I

    • Before: 36 iron / copper ore => 36 crushed ore

    • After:    32 iron / copper ore => 32 crushed ore

  • Crusher II

    • Before: 216 iron / copper ore => 216 crushed ore (36 * 6)

    • After:    192 iron / copper ore => 192 crushed ore (32 * 6)


Quartz

  • Crusher I

    • Before: 24 quartz=> 24 quartz crushed

    • After:    36 quartz=> 36 quartz crushed

  • Crusher II

    • Before: 144 quartz=> 144 quartz crushed

    • After:    216 quartz=> 216 quartz crushed


Quartz crushed

  • Crusher I

    • Before:   8 quartz crushed =>   8 sand

    • After:    12 quartz crushed => 12 sand

  • Crusher II

    • Before: 48 quartz crushed => 48 sand

    • After:    72 quartz crushed => 72 sand


Power

  • Crusher I: 300 KW => 250 KW

  • Crusher II: 1.2 MW => 1 MW


Salt rebalance

Evaporation pond I

  • Before: 45 seawater => 24 brine

  • After:    48 seawater => 24 brine

  • Before: 22.5 seawater => 6 salt

  • After:    48    seawater => 3 salt

  • Before: 24 brine => 12 salt

  • After:    48 brine => 6 salt

Evaporation pond II

  • Same changes just the pond operated twice faster


Mixer I

  • Before: 24 salt + 24 water => 48 brine

  • After:      6 salt + 42 water => 48 brine

Mixer II

  • Before: 48 salt + 48 water => 96 brine

  • After:    12 salt + 84 water => 96 brine


Electronics rebalance

Electronics II

  • Before: 6 PCB +   6 electronics I + 6 silicon => 6 electronics II

  • After:    6 PCB + 12 electronics I + 6 silicon => 6 electronics II

Electronics III

  • Before: 3 Microchips + 3 electronics II => 3 electronics III

  • After:    3 Microchips + 6 electronics II => 3 electronics III

Server

  • Before: 1 steel + 5 electronics III => 4 Server    / 80 sec

  • After:    2 steel + 4 electronics III => 2 Server    / 60 sec

Datacenter

  • Before: 25 servers => 1 rack

  • After:    12 servers => 1 rack

Household appliances

  • Before: 12 electronics + 4 electronics II + 4 steel => 12 household appliances

  • After:      8 electronics + 4 electronics II + 4 steel => 12 household appliances

Consumer electronics

  • Before: 3 electronics III + 3 plastic + 3 steel => 6 consumer electronics

  • After:    2 electronics III + 4 plastic + 4 steel => 6 consumer electronics


Maintenance III rebalance

This reflects the fact we doubled EL II in EL III and also makes it so that M III is exactly 2x of M I + microchips. We also migrated robot assemblers to maintenance III.

  • Before: 6 mech parts + 6 electronics III => 180 Maintenance III + 15 recyclables

  • After:    9 mech parts + 6 electronics III => 240 Maintenance IV + 24 recyclables


Microchips rebalance

Microchip maker I

  • Before: 4 wafer (12 silicon) + 8 gold + 8 acid + 8 plastic =>   8 microchips

  • After:    6 wafer (24 silicon) + 8 gold + 8 acid + 8 plastic => 12 microchips 

Microchip maker II

  • Before:   8 wafer (24 silicon) + 16 gold + 16 acid + 16 plastic => 16 microchips

  • After:    18 wafer (72 silicon) + 18 gold + 24 acid + 24 plastic => 36 microchips


Silicon crystalizer

  • Before: 24 silicon + 2 water =>   8 wafer

  • After:    48 silicon + 4 water => 12 wafer


Summary for microchips changes. A single microchip no longer costs 1.5 silicon but 2. Tier 1 got increased throughput by 50% and is discounted on copper, plastic, acid, gold. For gold it consumes 0.66 gold / microchip compared to 1 previously. Tier II now has triple the throughput compared to Tier I. Tier II also provides more discount on the gold where microchip costs just 0.5 gold.


Computing changes

  • Microchip maker I:  3 TF => 4 TF

  • Microchip maker II: 6 TF => 12 TF


Solar cell (mono) changes:

  • Before: 1 steel          + 12 wafer + 4 glass => 8 solar cell (mono)

  • After:    1 aluminum +   9 wafer + 4 glass => 8 solar cell (mono)


Computing rebalance

Assembler I

  • 4 TF => 3 TF

Assembler II

  • 8 TF => 6 TF

  • 2 workers => 0 workers

  • 7 M2 => 4 M3 (also in maintenance changes section)

Res. Lab V

  • 12 TF => 24 TF

Nuclear reprocessing plant

  • 16 TF => 20 TF


Datacenter rack

  • Before: 1 rack => 2 TF for 40 Kw, 0.6 M3

  • After:    1 rack => 4 TF for 80 Kw, 0.8 M3


Oil chain rebalancing

Distillation tower I

  • Before: 54 crude oil + 6 steam => 48 medium oil +   6 heavy oil

  • After:    60 crude oil + 6 steam => 48 medium oil + 12 heavy oil


Distillation tower II

  • Before: 48 medium oil + 3 steam => 36 diesel + 12 light oil

  • After:    48 medium oil + 3 steam => 36 diesel + 30 light oil


Distillation tower III

  • Before: 12 light oil + 3 steam => 12 naphtha + 18 fuel gas

  • After:    30 light oil + 3 steam => 24 naphtha + 12 fuel gas


Cracking unit

  • Before: 12 heavy  oil + 12 hydrogen => 24 diesel + 6 fuel gas

  • After:    24 heavy oil +   9 hydrogen => 36 diesel + 6 fuel gas


  • Before: 12 heavy oil + 12 hydrogen => 18 naphtha + 12 fuel gas

  • After:    24 heavy oil +   9 hydrogen => 36 naphtha +   6 fuel gas


  • Before: 18 naphtha + 12 hydrogen => 24 diesel + 6 fuel gas

  • After:    24 naphtha +   9 hydrogen => 24 diesel + 6 fuel gas


  • Before: 24 diesel + 3 steam => 18 naphtha + 6 sour water

  • After:    24 diesel + 3 steam => 18 naphtha + 6 fuel gas


  • Before: 24 naphtha + 3 steam => 30 fuel gas +   6 sour water

  • After:    24 naphtha + 2 steam => 24 fuel gas +   8 hydrogen


Gas boiler

  • Before: 54 medium oil => 48 steam

  • After:    42 medium oil => 48 steam


Hydrogen reformer

  • Power consumed 250 KW => 400 KW


  • Before: 36 fuel gas + 3 steam => 42 hydrogen + 36 CO2

  • After:    24 fuel gas + 2 steam => 28 hydrogen + 24 CO2


  • Before: 18 water + 12 Sp steam => 36 hydrogen + 36 o2 + 12 depleted steam

  • After:    16 water + 12 Sp steam => 32 hydrogen + 32 o2 + 12 depleted steam

  • This makes hydrogen to cost 1480 KW to make instead of 1290 KW.


Electrolyzer I

  • Power consumption changed from 900 KW to 300 KW but the hydrogen recipe has a 4x power multiplier but has slightly increased throughput. This makes the hydrogen production cost the same whilst increasing the throughput and reducing power cost for other recipes.

Electrolyzer II

  • Similar changes as to Electrolyzer I, but power is 1.1MW, making hydrogen production a bit cheaper (costing 1650 KW instead of 1800 KW like in Electrolyzer I).


Sour water stripper

  • Before: 36 sour water + 3 hi steam => 12 sulfur + 9 ammonia + 21 water

  • After:    36 sour water + 3 hi steam =>   9 sulfur + 9 ammonia + 21 water

  • The sulfur water stripper was a bit too OP for sulfur.


Rubber maker

  • Before: 12 ethanol/diesel + 3 sulfur => 18 rubber

  • After:    12 ethanol/diesel + 3 sulfur => 24 rubber 


Oil pump

  • Output changed from 54 to 60 crude


Basic diesel distiller

  • Before: 54 crude oil + 6 coal => 24 diesel + 12 waste water

  • After:    60 crude oil + 6 coal => 27 diesel + 15 waste water


Plastic

Motivation: Plastic seems cheap and one hardly builds more polymerization plants.


Polymerization plant

  • Before: 12 naphtha + 6 chlorine => 48 plastic + 24 exhaust

  • After:    12 naphtha + 8 chlorine => 36 plastic + 24 exhaust

  • Before: 12 ethanol + 6 chlorine => 48 plastic + 24 exhaust

  • After:    12 ethanol + 8 chlorine => 36 plastic + 24 exhaust


Uranium rebalancing

Renamed Crushed uranium ore to Uranium ore powder


Breeder ratio can now be controlled from the UI and come with trade-offs.

  • 0 (no breeding), takes 0.5 fuel

  • 1 (equilibrium), takes 1 fuel (no longer 4% positive)

  • 3, takes 1 fuel, produces just 1/4th of steam


Global

  • Increased yellowcake cost by factor of 3

  • Regular enrichment is much more expensive (2 MW => 12 MW for reactor I, 100 MW / 60 to enrich from scratch for fully running FBR)


For FBR

  • Rebalanced all quantities to get rid of small numbers like 1.2.

  • Fuel consumption got significantly increased, the old FBR consumed 0.8 yellowcake / 60 via blanket enrichment, the new one consumes 12 / 60. With all these changes 1 FBR will munch 72 uranium ore / 60

  • It no longer uses depleted uranium for free, to get depleted uranium into blanket, it needs to be infused with enriched blanket

  • FBR can now be used as source of plutonium or 20% enriched uranium


Crusher I

  • Before: 18 uranium ore => 18 crushed uranium ore

  • After:    12 uranium ore => 12 uranium ore powder

Crusher II

  • Before: 108 uranium ore => 108 crushed uranium ore

  • After:      72 uranium ore =>   72 uranium ore powder


Settling tank

  • Before: 18 uranium ore +  4.5 acid => 9 yellowcake +  9 toxic slurry

  • After:    36 uranium ore + 12 acid   => 6 yellowcake + 36 toxic slurry


Water treatment plant

  • Toxic slurry returns 60 slag instead of 72


Enrichment plant (1.2 MW => 4 MW)

  • Before: 6 yellowcake + 1 HF => 1 U4 + 5 depleted / 80 sec

  • After:    6 yellowcake + 2 HF => 1 U4 + 5 depleted / 120 sec


  • Before: 5 U4 + 1 HF -> 1 U20 + 4 depleted / 160 sec

  • After:    5 U4 + 2 HF -> 1 U20 + 4 depleted / 120 sec


  • RU1 reprocessing also changed to 120 sec and 2x HF


  • Before: 15 blanket (enriched) -> 12 blanket + 3 core fuel

  • After:      8 blanket (enriched) ->   6 blanket + 2 core fuel  | 0.5 power


Assembly:

  • Before: 3 U4 + 0.75 steel => 3 rods

  • After:    2 U4 + 1 steel      => 2 rods


Chemical plant:

  • Before: 1 Pu + 3 depleted => 3 mox rods / 90 sec

  • After:    1 Pu + 4 depleted => 2 mox rods / 60 sec


  • Before:  3 yellow cake + 3 salt => 3 blanket

  • After:   12 yellow cake + 4 salt => 4 blanket 


  • Before: 3 DU + 3 salt => 3 blanket

  • After:    2 blanket (enriched) + 10 DU + 4 salt => 4 blanket


  • Before: 3 U20 + 3 salt => 3 core

  • After:    2 U20 + 4 salt => 4 core


Rerocessing plant (1.2 MW => 2 MW)

  • Before: 18 spent fuel + 8 acid + 3 molten glass => 16 U1 + 1 Pu + 3 fission prod

  • After:      8 spent fuel + 6 acid + 4 molten glass =>   6 U1 + 1 Pu + 2 fission prod 


  • Before: 10 core (dirty) + 1 acid + 2 molten glass + 1 steel =>   8 core + 2 fission prod

  • After:    16 core (dirty) + 2 acid + 2 molten glass + 1 steel => 12 core + 2 fission prod


  • Change spent fuel to blanket recipes from 20 to 30 sec


Removed recipes

  • 1 Pu + 1 U4 => 1 U20


Added recipes

  • 1 Pu + 4 salt => 4 core

  • 16 blanket (enriched) => 12 blanket + 1 Pu

  • 16 blanket (enriched) => 12 blanket + 2 U20


Increased radioactivity for some products:

  • Plutonium 2 => 3

  • Spent mox 2 => 4

  • Fission product 4 => 6 


Nuclear waste storage capacity increased from 1600 to 2400


Vehicle parts rebalance

Recipe shown always for the lower tier of assembly, higher tiers balanced accordingly

Vehicle parts I:

  • Before: 3 iron + 1.5 mechanical parts + 1.5 electronics => 3 VP

  • After:                 6   mechanical parts +   2   electronics => 4 VP

Vehicle parts II

  • Before: 6 VP + 3 steel + 3 glass => 6 VP2

  • After:    8 VP + 4 steel + 2 glass => 4 VP2

Vehicle parts III

  • Before: 6 VP2 + 3 electronics II => 6 VP3

  • After:    8 VP2 + 2 electronics II => 4 VP3


Vehicles costs changes

  • Truck II: 40 VP + 30 rubber => 30 VP + 30 rubber

  • Truck III: 120 VP3 + 120 rubber => 90 VP3 + 90 rubber

  • Truck III (hydrogen):  140 VP3 + 120 rubber => 110 VP3 + 90 rubber

  • Excavator II: 80 VP II + 40 steel => 60 VP II + 30 steel

  • Excavator III: 240 VP III + 120 steel => 180 VP III + 90 steel

  • Excavator III (hydrogen): 280 VP III + 120 steel => 220 VP III + 90 steel


Vehicles maintenance changes

  • T1 Excavator: 6 M1 => 4 M1

  • T2 Excavator: 12 M1 => 6 M1

  • T3 Excavator: 18 M2 => 12 M2

  • T3 Truck: 6 M2 => 4 M2


Food packs changes

Meat

  • Before: 6 meat + 12 bread + 18 snacks => 12 packs

  • After:    6 meat + 12 bread => 8 packs

Eggs:

  • Before: 6 eggs + 12 bread + 18 snacks => 12 packs

  • After:    6 eggs + 12 bread => 8 packs


New type:

  • 12 tofu + 16 vegetables => 8 packs 


Farming rebalance

Increased fuel gas production in Anaerobic digester

  • Before: 14 potato => 6 fuel gas + 1 compost

  • After:    14 potato => 8 fuel gas + 1 compost


  • Before: 14 vegie => 6 fuel gas + 1 compost

  • After:    14 vegie => 8 fuel gas + 1 compost


  • Before: 11 wheat => 10 fuel gas + 1 compost

  • After:    12 wheat => 12 fuel gas + 1 compost


  • Before: 12 fruit => 10 fuel gas + 1 compost

  • After:    12 fruit => 12 fuel gas + 1 compost


  • Before: 14 poppy => 6 fuel gas + 1 compost

  • After:    14 poppy => 8 fuel gas + 1 compost


New digestion recipes

  • 14 corn => 14 fuel gas + 1 compost

  • 14 soybeans => 12 fuel gas + 1 compost

  • 12 sugar cane => 8 fuel gas + 1 compost


New burner recipe

  • 36 canola => 12 exhaust


Boiler recipes changes

  • Before: 108 animal food => 48 steam

  • After:      72 animal food => 48 steam


  • Before: 108 biomass => 48 steam

  • After:      72 biomass => 48 steam


Fermentation tank

  • Before: 6 corn mesh + 8 oxygen => 3 ethanol + 6 co2

  • After:    6 corn mesh + 8 oxygen => 4 ethanol + 6 co2


Chemical plant

  • Before: 5 ethanol +  9 cooking oil => 18 diesel

  • After:    5 ethanol + 10 cooking oil => 18 diesel


Food processor

  • Before: 10 sugar cane + 2 water => 8 sugar + 2 biomass

  • After:    10 sugar cane + 2 water => 8 sugar + 4 biomass


Increased crop yields

  • Sugar cane: 176 => 198

  • Canola: 26 => 36

  • Poppy: 20 => 25


Fertilizer II

  • Fertilizer II fertilization potential increased from 2% to 2.5%

  • Fertilizer II production reduced

    • Before: 30 fertilizer I + 6 limestone + 6 sulfur => 42 fertilizer II

    • After:    30 fertilizer I + 6 limestone + 6 sulfur => 36 fertilizer II


New fertilizer recipes

  • 4 compost + 8 dirt + 4 water => 16 fertilizer (organic)

  • 20 fertilizer (organic) + 8 ammonia + 12 oxygen => 30 fertilizer I


Increased snacks compression

  • Recipes return half but snacks feed twice as many people


Pollution changes

Pollution health penalty is no longer capped at 40


Exhaust scrubber changes

  • 180 exhaust + 24 water => 24 steam + 6 sulfur + 72 Co2 + 24 pollution

  • 240 exhaust + 24 water => 24 steam + 6 sulfur + 96 Co2 + 24 pollution


New exhaust scrubber recipe:

  • 480 exhaust + 48 water + 9 limestone => 48 steam + 12 sulfur + 192 Co2 + 9 slag (no pollution)


Vehicles

  • Slowed down T1 and T2 trucks by 10%


Settlement & Unity changes

Reduced food and services consumption by 10%


Unity from services

  • Consumer electronics: 1.8 => 1.4

  • Healthcare: 0.6 => 0.5, 0.8 => 0.75, 1.2 => 1

  • New unity sources: Luxury Goods, Internet


Other

Thermal storage changes

  • Charging heat loss reduced from 20% to 10%

  • Storage now return water instead of depleted steam


New recipes

  • Ethanol production from carbon dioxide

  • Alternative recipe to produce CP1 out of steel to save wood


Recipes changes

  • Removed exhaust byproduct from golden scrap smelting


Air separator

  • Power consumed changed from 250Kw to 400Kw


Electric boiler

  • Increase consumption of power from 8 MW to 10 MW

  • Make boiler available earlier (right after power generation II)

  • Change price from 30 CP4 => 60 CP2

  • Change workers from 2 => 4, for gas boiler from 6 => 4


Rocket

  • Reduced rocket build duration from 8 to 4 minutes

  • Computing in rocket assembly reduced from 24 to 8 TF


Anaerobic digester returns twice more compost from sludge

  • Before: 18 sludge => 7.5 fuel gas + 1.5 compost

  • After:    18 sludge => 8    fuel gas + 3 compost


Crystalizer

  • Before: 24 silicon + 1 water => 8 wafer

  • After:    24 silicon + 2 water => 8 wafer


Maintenance consumption changes

  • Rainwater harvester: 0 => 1 Maintenance I

  • Incineration plant: 0 => 8 Maintenance I

  • Compactor: 0 => 1 Maintenance I

  • Shredder: 0 => 1 Maintenance I

  • Diesel generator I: 6 => 4 Maintenance I

  • Diesel generator II: 10 => 8 Maintenance I

  • Nuclear reactor I: 24 => 60 Maintenance II

  • Nuclear reactor II: 36 => 90 Maintenance II

  • FBR: 36 => 90 Maintenance III

  • Nuclear reprocessing plant: 10 => 20 Maintenance II

  • Enrichment plant: 4 => 10 Maintenance II

  • Robotic assembly II: 7 M2 => 4 M3

  • Blast furnace: 5 M1 => 6 M1

  • Arc furnace I: 5 M1 => 8 M1

  • Arc furnace II: 5 M2 => 8 M2

  • Research Lab III: 8 M2 => 12 M2

  • Research Lab IV: 16 M2 => 12 M3

  • Silicon crystalizer: 5 M2 => 6 M2

  • Microchip maker: 10 M2 => 8 M3

  • Oil distillation II: 3 M1 => 4 M1

  • Oil distillation III: 3 M1 => 6 M1

  • Cracking Unit: 4M1 => 6M1


Construction costs

  • Silicon crystalizer: 40 CP4 => 60 CP4

  • Microchip maker II: 120 CP4 => 180 CP4


Solar panel I 

  • Power output 128 KW => 150 KW

  • Maintenance 0.8 => 0.2

Solar panel II

  • Power output 160 KW => 200 KW

  • Maintenance 0.8 => 0.2


Waste sorting plant

  • Cost: 400 CP3 => 360 CP3

  • Workers: 45 => 32


Ore sorting plant I

  • Throughput reduced from 360 to 240

  • Capacity reduced from 360 to 240


FBR

  • Now also costs titanium to build


Workers changes

  • Arc Furnace II: 18 => 14

  • Boiler: 4 => 6

  • Compactor, Shredder 2 => 1

  • IncinerationPlant: 18 => 16

  • Casters: All set to 2 workers

  • Cooling towers I/II  2/4 => 0

  • Sour water stripper: 10 => 8

  • OxygenFurnace I/II: 6/10 => 4/6

  • Farms I/II/III/IV 10/12/18/24 => 8/10/16/20

  • Maintenance Depot I 20 => 12

  • Maintenance Depot II 28 => 16

  • Maintenance Depot III 28 => 20

 
 
 
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