Check out our trailer to see all the new cool stuff in Captain of Industry!
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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-abouts, 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.
- Signaled 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 Haven: land area increased from 4 to 11 km^2
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.
- Added machine information pages.
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.
- Trees rendering is now ~3x faster, increasing overall game FPS by 10-25% in the early game.
Balancing
This is just a simplified summaryMore details at www.captain-of-industry.com/post/update3-is-out
[list]
- 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 now cost maintenance.
- Increased power consumption of belts, especially by removing discounts for long ones.
- Base efficiency reduced from 25% to 20%.
- Removed 10% bonus from research.
- Max possible efficiency reduced from 90% → 60% (75% with offices).
- 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.
- 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.
- 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.
- Removed compression from glass mix, Increased glass compression.
- Glass maker I returns Broken glass instead of Slag.
- Reduced throughput of Glass makers.
- 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.
- Increased world mines & oil rigs throughputs and increased several deposits.
- Significantly increased maintenance of world mines & rigs.
- Electronics II now costs 2x Electronics I
- 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.
- 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.
- 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.
- 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.
- 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
- 0 (no breeding), takes 0.5 fuel
- Power output increased by 25%.
- Maintenance got reduced by a factor of 4.
- Power consumption increased.
- Make available earlier (right after power generation II).
- 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 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 health penalty is no longer capped at 40.
- Increased throughput of Exhaust Scrubber.
- New exhaust scrubbing recipe using limestone to fully mitigate pollution.
- Reduced Unity provided by Consumer electronics.
- Reduced Unity from Healthcare.
- Disabled quick delivery for Rainwater harvester.
- Charging heat loss reduced from 20% to 10%.
- Changed to return water instead of depleted steam.
- Add maintenance for Rainwater harvester, Incineration plant, Compactor, Shredder.
- Reduce maintenance for diesel generators.
- Alternative recipe to produce CP1 out of steel to save wood.
- 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.
- 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.
- 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).
- 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.
- Lots of API changes, especially in UI, will make most mods dysfunctional. Please update or remove mods before proceeding with old saves.
- Created and published a new translation portal for community translations with an intuitive voting system and better game integration at http://hub.coigame.com/.
Changed files in this update