The gating of Oil Fields to only historically extracted areas is always tricky, if Russia and the United States collapse in game, 50%+ of the world's oil supply is locked behind their regression and the world suffers. Oil production methods are already incredibly profitable and buffing them further would help but probably not fully solve the problem. These are all some valid questions and I will no doubt go into more detail in the thread about choices made, but some quick answers. I know some of you might be asking, why did we not just increase the production of oil methods and leave the historical oil fields in place? Why have you included oil fields that were not tapped until ~1950! etc.Those fields represent a usage of either Oil Sands, or some various substrate that would have not been accessible at the time. The World’s discoverable Oil Supply as of 1.1.0 As of now we’ve doubled the world’s potential oil fields to give rise to a more plentiful supply in the world by both player and AI actions. I spent a few days going through various feedback threads on the Discord and forums, alongside as many natural resource distribution maps as I could to give a better estimate of the world’s oil supply and help make the game representative of that. ![]() While we want Oil to be an important late-game resource, its current bottleneck as an available resource is a little too harsh to the player’s experience so we’ve expanded the discoverable oil fields in game. As you’ve no doubt noticed in your later games, Oil is a scarce resource and limits the progress of later game industrialization. They are mostly the historical oil fields that were cultivated over the current knowledge of where Oil is and has been accessible (even if we did not find out about it until later than 1936). In the version of the game you are all currently playing, these are the oil reserves that are discoverable in game. The World’s discoverable Oil Supply as of 1.0.6 It's one thing to balance a spreadsheet but another to take a look at the changes proposed on the map itself. I have found the tool to be particularly lovely, helping me make quick visualizations of the changes I am considering in the game. This tool is open for you all on the forum in this thread. In Patch 1.1 two large changes I have made are to Oil and Rubber and I’ve got some cool resource maps to show you the changes.Īnd before you take a look at the images showcasing what changes I have done, a big shoutout to who made the tool that I am utilizing here today. I’m new to the design team and during my onboarding I've been able to utilize one of my special talents: I love spreadsheets and data - so I’ve been working on building profitability, production methods, and resource availability. So what have I been doing? Balance work, alongside bug fixing, and assisting with some UI work and bettering of the player experience. Hotfix (1.0.6) should be out for you all with performance improvements and some bug fixes in the meantime. ![]() Greetings my fellow Victorians, Paul here to talk about some of the things I have been doing for Patch 1.1.Īs was said in previous dev diaries, this patch (1.1) is going to primarily focus on game polish: bug fixing, balancing, AI improvements and UI/UX work, while the next major free patch (1.2) is going to be more focused towards making progress on the plans we’ve outlined in our Post-Release Plans DD by iterating on systems like warfare and diplomacy.
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