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
More details at www.captain-of-industry.com/post/update3-is-out
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 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.Â
Electricity scaling for conveyors is 2 : 4 : 8
Pipes consume no electricityÂ
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.Â
Basic: 4 => 6, I: 8 => 12, II: 16 => 20, III: 30 => 46, IV: 48 => 80
Unity changes for research
Lab II:Â 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:Â Â +20% goods => +15% Unity, +40% goods => +30%U, Â +70% goods => +45%U
Plenty of food edict
Before: +25% food => 1 Unity, +50% food => 2.5 Unity
After:Â Â +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 => CornÂ
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 => 400Â
T3: 2160 => 2500Â
T4: 4320 => 5000
Reduced costs of Storage units
Tier III cost: Â 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 MWÂ + removed computing requirement
Removed computing requirement for Arc furnace II
Iron
Blast I
Before: 24 iron ore + Â 9 coal => 24 molten iron + 12 slag + 24 exhaust
After:Â Â 30Â iron ore + 12Â coal => 24 molten iron + 12 slag + 24 exhaust
Blast I, scrap
Before: 24 scrap + 9 coal => 24 molten iron + 18 exhaust
After:Â Â 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:Â Â 48Â iron ore + 6Â limestone + 15 coal => 48 molten iron + 18 slag + 36 exhaust
Blast II, scrap
Before: 48 scrap + 15 coal => 48 molten iron + 30 exhaust
After:Â Â 48 scrap + Â 9Â coal => 48 molten iron + 27Â exhaust
Arc I
New:Â Â 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: Â Â 48 scrap + 3 graphite + 6Â water => 48Â molten iron + 6Â steam + 6Â exhaust | x0.6 power
Copper
Blast I
Before: 24 copper ore + Â 9 coal => 24 molten copper + 12 slag + 24 exhaust
After:Â Â 30Â copper ore + 12Â coal => 24 molten copper + 12 slag + 24 exhaust
Blast I, scrap
Before: 24 scrap + 9 coal => 24 molten copper + 18 exhaust
After:Â Â 24 scrap + 6Â coal => 24 molten copper + 18 exhaust
Blast II
Before: 36 copper ore + 6 sand + 15 coal => 48 molten copper + 18 slag + 36 exhaust
After:Â Â 48Â 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:Â Â 48 scrap + Â 9Â coal => 48 molten copper + 27Â exhaust
Arc I
New:Â Â 24 copper ore + 3 sand + 3 graphite => 24 molten copper + 9 slag + 6 exhaust
Arc I, scrap
New:Â Â 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: Â Â 48 scrap + 3 graphite + 6Â water => 48Â molten copper + 6Â steam + 6 exhaust | x0.6 power
Silicon
Arc I
Before: 24 sand + Â 6 coal + 3 graphite => 24 molten silicon + Â 9 slag + 18 exhaust
After:Â Â 48Â sand + 12Â coal + 3 graphite => 36Â molten silicon + 18Â slag + 24Â 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:Â Â 18Â molten silicon + 4Â hydrogen => 18Â polysilicon
Glass rebalance
Mixer I
No acid:
Before: 48 sand + 12 limestone + 12 salt => 36 glass mix
After:Â Â 60 sand + 15 limestone + Â 6Â salt => 60 glass mix
With acid
Before: 48 sand + 12 limestone + 12 salt + 12 acid => 48 glass mix
After:Â Â 48Â sand + 12 limestone + Â 6Â salt + 12 acid => 60 glass mix
Mixer II
No acid:
Before: Â 96 sand + 24 limestone + 24 salt => Â 72 glass mix
After:Â Â 120Â sand + 30Â limestone + 12Â salt => 120 glass mix
With acid
Before:Â 96 sand + 24 limestone + 24 salt + 24 acid => Â 96 glass mix
After: Â Â 96 sand + 24 limestone + 12Â salt + 24 acid => 120Â glass mix
Blast I:
Before: 24 glass mix + 9 coal => 24 molten glass + Â 9 slag + 24 exhaust
After:Â Â 30Â glass mix + 9 coal => 24 molten glass + 12Â slag + 24 exhaust
Blast I, broken glass
Before:Â 36 broken glass + 9 coal => 24 molten glass + 18 exhaust
After: Â Â 36 broken glass + 6Â coal => 24 molten glass + 18 exhaust
Blast II:
Before: 48 glass mix + 15 coal => 48 molten glass + 12 slag + 36 exhaust
After:Â Â 60Â glass mix + 15 coal => 48 molten glass + 24Â slag + 36 exhaust
Blast II, broken glass
Before:Â 72 broken glass + 15 coal => 48 molten glass + 30 exhaust
After: Â Â 72 broken glass + Â 9Â coal => 48 molten glass + 27Â 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:Â Â no change | x0.6 power
Glass maker I
Before: 24 molten glass => 24 glass + 6 slag
After:Â Â 24 molten glass => 12Â glass + 12 broken glass
Glass maker II
Before: 48 molten glass => 72 glassÂ
After:Â Â 24Â molten glass => 24Â 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:Â Â 4Â glass + 4 wood + 2Â steel => 8 household goods
Graphite
Chemical plant I
Before: 6 coal + Â 3 chlorine => 12 graphite +Â 6 sour water
After:Â Â 4Â coal + 12Â chlorine => 12 graphite +Â 4Â sour water
Chemical plant II
Before: 12 coal + Â 6 chlorine => 24 graphite + 12 sour water
After:Â Â Â 8Â coal + 24Â chlorine => 24 graphite + Â 8Â sour water
Crushers
Iron / Copper
Crusher I
Before: 36 iron / copper ore => 36 crushed ore
After:Â Â 32Â iron / copper ore => 32 crushed ore
Crusher II
Before: 216 iron / copper ore => 216 crushed ore (36 * 6)
After:Â Â 192Â iron / copper ore => 192 crushed ore (32 * 6)
Quartz
Crusher I
Before: 24 quartz=> 24 quartz crushed
After:Â Â 36Â quartz=> 36Â quartz crushed
Crusher II
Before: 144 quartz=> 144 quartz crushed
After:Â Â 216Â quartz=> 216Â quartz crushed
Quartz crushed
Crusher I
Before: Â 8 quartz crushed => Â 8 sand
After:Â Â 12Â quartz crushed => 12Â sand
Crusher II
Before: 48 quartz crushed => 48 sand
After:Â Â 72Â quartz crushed => 72Â 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:Â Â 48Â seawater => 24 brine
Before: 22.5 seawater => 6 salt
After:Â Â 48Â Â seawater => 3Â salt
Before: 24 brine => 12 salt
After:Â Â 48Â brine => 6Â salt
Evaporation pond II
Same changes just the pond operated twice faster
Mixer I
Before: 24 salt + 24 water => 48 brine
After:Â Â Â 6Â salt + 42Â water => 48 brine
Mixer II
Before: 48 salt + 48 water => 96 brine
After:Â Â 12Â salt + 84Â water => 96 brine
Electronics rebalance
Electronics II
Before: 6 PCB + Â 6 electronics I + 6 silicon => 6 electronics II
After:Â Â 6 PCB + 12Â electronics I + 6 silicon => 6 electronics II
Electronics III
Before: 3 Microchips + 3 electronics II => 3 electronics III
After:Â Â 3 Microchips + 6Â 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:Â Â 12Â servers => 1 rack
Household appliances
Before: 12 electronics + 4 electronics II + 4 steel => 12 household appliances
After:Â Â Â 8Â electronics + 4 electronics II + 4 steel => 12 household appliances
Consumer electronics
Before: 3 electronics III + 3 plastic + 3 steel => 6 consumer electronics
After:Â Â 2Â electronics III + 4Â plastic + 4Â 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:Â Â 9Â mech parts + 6 electronics III => 240Â Maintenance IV + 24Â recyclables
Microchips rebalance
Microchip maker I
Before: 4 wafer (12 silicon) + 8 gold + 8 acid + 8 plastic => Â 8 microchips
After:Â Â 6Â wafer (24Â silicon) + 8 gold + 8 acid + 8 plastic => 12Â microchipsÂ
Microchip maker II
Before: Â 8 wafer (24 silicon) + 16 gold + 16 acid + 16 plastic => 16 microchips
After:Â Â 18Â wafer (72 silicon) + 18Â gold + 24Â acid + 24Â plastic => 36Â microchips
Silicon crystalizer
Before: 24 silicon + 2 water => Â 8 wafer
After:Â Â 48Â silicon + 4Â water => 12Â 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:Â 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:Â Â 1 aluminum + Â 9Â 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:Â Â 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 + Â 6 heavy oil
After:Â Â 60Â crude oil + 6 steam => 48 medium oil + 12Â heavy oil
Distillation tower II
Before: 48 medium oil + 3 steam => 36 diesel + 12 light oil
After:Â Â 48 medium oil + 3 steam => 36 diesel + 30Â light oil
Distillation tower III
Before: 12 light oil + 3 steam => 12 naphtha + 18 fuel gas
After:Â Â 30Â light oil + 3 steam => 24Â naphtha + 12Â fuel gas
Cracking unit
Before: 12 heavy oil + 12 hydrogen => 24 diesel + 6 fuel gas
After:Â Â 24Â heavy oil +Â Â 9Â hydrogen => 36Â diesel + 6 fuel gas
Before: 12 heavy oil + 12 hydrogen => 18 naphtha + 12 fuel gas
After:Â Â 24Â heavy oil + Â 9Â hydrogen => 36Â naphtha + Â 6Â fuel gas
Before: 18 naphtha + 12 hydrogen => 24 diesel + 6 fuel gas
After:Â Â 24Â naphtha + Â 9Â hydrogen => 24 diesel + 6Â fuel gas
Before: 24 diesel + 3 steam => 18 naphtha + 6 sour water
After:Â Â 24 diesel + 3 steam => 18 naphtha + 6Â fuel gas
Before: 24 naphtha + 3 steam => 30 fuel gas + Â 6 sour water
After:Â Â 24 naphtha + 2Â steam => 24Â fuel gas + Â 8 hydrogen
Gas boiler
Before: 54 medium oil => 48 steam
After:Â Â 42Â medium oil => 48 steam
Hydrogen reformer
Power consumed 250 KW => 400 KW
Before: 36 fuel gas + 3 steam => 42 hydrogen + 36 CO2
After:Â Â 24Â fuel gas + 2Â steam => 28Â hydrogen + 24Â CO2
Before: 18 water + 12 Sp steam => 36 hydrogen + 36 o2 + 12 depleted steam
After:Â Â 16Â water + 12 Sp steam => 32Â 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:Â Â 36 sour water + 3 hi steam => Â 9Â 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:Â Â 12 ethanol/diesel + 3 sulfur => 24 rubberÂ
Oil pump
Output changed from 54 to 60 crude
Basic diesel distiller
Before: 54 crude oil + 6 coal => 24 diesel + 12 waste water
After:Â Â 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:Â Â 12 naphtha + 8Â chlorine => 36Â plastic + 24 exhaust
Before: 12 ethanol + 6 chlorine => 48 plastic + 24 exhaust
After:Â Â 12 ethanol + 8Â chlorine => 36Â 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 72Â 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:Â Â 12Â uranium ore => 12Â uranium ore powder
Crusher II
Before: 108 uranium ore => 108 crushed uranium ore
After:Â Â Â 72 uranium ore => Â 72Â uranium ore powder
Settling tank
Before: 18 uranium ore +Â 4.5 acid => 9 yellowcake +Â 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:Â Â 6 yellowcake + 2Â HF => 1 U4 + 5 depleted / 120 sec
Before: 5 U4 + 1 HF -> 1 U20 + 4 depleted / 160 sec
After:Â Â 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:Â Â 1 Pu + 4Â depleted => 2Â mox rods / 60 sec
Before:Â 3 yellow cake + 3 salt => 3 blanket
After: Â 12Â yellow cake + 4Â salt => 4 blanketÂ
Before: 3 DU + 3 salt => 3 blanket
After:Â Â 2Â blanket (enriched) + 10Â DU + 4Â salt => 4Â blanket
Before: 3 U20 + 3 salt => 3 core
After:Â Â 2Â U20 + 4Â salt => 4Â 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:Â Â Â 8Â spent fuel + 6Â acid + 4Â molten glass => Â 6Â U1 + 1 Pu + 2Â fission prodÂ
Before: 10 core (dirty) + 1 acid + 2 molten glass + 1 steel => Â 8 core + 2 fission prod
After:Â Â 16Â core (dirty) + 2Â acid + 2 molten glass + 1 steel => 12Â 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 => 6Â
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:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 6Â Â Â mechanical parts + Â 2Â Â Â electronics => 4Â VP
Vehicle parts II
Before: 6 VP + 3 steel + 3 glass => 6 VP2
After:Â Â 8Â VP + 4Â steel + 2Â glass => 4Â VP2
Vehicle parts III
Before: 6 VP2 + 3 electronics II => 6 VP3
After:Â Â 8Â VP2 + 2Â electronics II => 4Â VP3
Vehicles costs changes
Truck II: 40 VP + 30 rubber => 30 VP + 30 rubber
Truck III: 120 VP3 + 120 rubber => 90 VP3 + 90Â rubber
Truck III (hydrogen):Â 140 VP3 + 120 rubber => 110 VP3 + 90Â rubber
Excavator II: 80 VP II + 40 steel => 60Â VP II + 30Â steel
Excavator III: 240 VP III + 120 steel => 180Â VP III + 90Â steel
Excavator III (hydrogen): 280 VP III + 120 steel => 220Â VP III + 90Â 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:Â Â 6 meat + 12 bread => 8Â packs
Eggs:
Before: 6 eggs + 12 bread + 18 snacks => 12 packs
After:Â Â 6 eggs + 12 bread => 8Â packs
New type:
12 tofu + 16 vegetables => 8 packsÂ
Farming rebalance
Increased fuel gas production in Anaerobic digester
Before: 14 potato => 6 fuel gas + 1 compost
After:Â Â 14 potato => 8Â fuel gas + 1 compost
Before: 14 vegie => 6 fuel gas + 1 compost
After:Â Â 14 vegie => 8Â fuel gas + 1 compost
Before: 11 wheat => 10 fuel gas + 1 compost
After:Â Â 12 wheat => 12Â fuel gas + 1 compost
Before: 12 fruit => 10 fuel gas + 1 compost
After:Â Â 12 fruit => 12Â fuel gas + 1 compost
Before: 14 poppy => 6 fuel gas + 1 compost
After:Â Â 14 poppy => 8Â 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:Â Â Â 72Â animal food => 48 steam
Before: 108 biomass => 48 steam
After:Â Â Â 72Â biomass => 48 steam
Fermentation tank
Before: 6 corn mesh + 8 oxygen => 3 ethanol + 6 co2
After:Â Â 6 corn mesh + 8 oxygen => 4Â ethanol + 6 co2
Chemical plant
Before: 5 ethanol +Â 9 cooking oil => 18 diesel
After:Â Â 5 ethanol + 10Â cooking oil => 18 diesel
Food processor
Before: 10 sugar cane + 2 water => 8 sugar + 2 biomass
After:Â Â 10 sugar cane + 2 water => 8 sugar + 4Â 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:Â Â 30 fertilizer I + 6 limestone + 6 sulfur => 36Â 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
240Â exhaust + 24 water => 24 steam + 6 sulfur + 96Â 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:Â Â 18 sludge => 8Â Â fuel gas + 3Â compost
Crystalizer
Before: 24 silicon + 1 water => 8 wafer
After:Â Â 24 silicon + 2Â 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 IÂ
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/IIÂ 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