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Prosperity update for 9 January 2019

2019-01-09 Update

Share · View all patches · Build 3454222 · Last edited by Wendy

Patchnotes via Steam Community

Hey everyone, Happy New Year!

Now that bellies are full and holiday stress is over, let's dive back into routine with a new update.

In addition to posts here, from now on I will (try to) keep a changelog over at

  • New feature: Market Auto-sell on District Improvements. Once a Market is built in a district, the player will be able to toggle goods produced in the district to auto-sell. This feature figures out what the district produces by keeping a running list of goods produced via each improvement

  • District Improvement changes:

  • Compost Yard - will now provide Food points to a district instead of increasing efficiency of farms

  • Road to Capital - Reduced the prerequisite district stats, replaced Explorers Guild with Porcelain Tower

  • District Upkeep cost adjusted, will now have a base cost to upkeep districts to discourage creating too many all at once

  • District Details UI - now displays a badge beside each stimulus package if there is currently any time left on a stimulus pack

  • Districts are now prone to flooding if there is a river zone in the district. Flooding can kill inhabitants and will delay production

  • New District Improvement: Levee - can be built on district zones with a river, reduces chance of flooding.

  • New District Improvement: Stables - are built in the Core of a district, once built it will provide a productivity boost of 20 for every farm built in the district

  • Fixed an issue where a district improvement in ramp-up mode produced negative goods

  • Fixed an issue where district efficiency could potentially become negative

  • Fixed an issue where 2nd floor (and other building upgrades that added housing capacity) wasn't adding any housing

  • Fixed an issue where the upgrade toggle on a building card reset itself if the building was not marked as being upgradable

  • Fixed an issue where starting a project called for 1 more worker than listed in the project card

  • Fixed an issue where the commission on the trading screen was incorrectly calculated

  • Fixed an issue where typing the amount of goods to sell did not trigger an update on calculating what the total gains should be

  • Granite and a number of other exotic resources are now able to be sold through the Sell tab of the Trading screen

  • Overflow penalty for warehouse will now be more prominent by adding a debuff marker. Overflow penalty will now scale when population < 100

  • Increased base salary of Constables, constables will now provide a static increase to security awesomeness

  • Sleeker UI for setting up a game, added potential for more professions to be added

  • Behind the scenes: Modified the food history so that annual food consumption will be recorded in a separate archive, which reduces memory needs to store food history in total

Windows 64-bit Prosperity Content Depot 734981
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Windows 32-bit Prosperity 32 bit Depot 734982
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Linux 64-bit Prosperity Linux 64 Depot 734983
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Linux 32-bit Prosperity Linux 32 Depot 734984
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macOS 64-bit Prosperity Mac 64 Depot 734985
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