A player on itch made it to billionaire and wrote down in detail what got in the way. This patch is their list,
point by point. Thank you: a review like that is worth a week of playtests. And while the patch was being built, two more
players wrote in — their finds are here too.
The owner's money
✚ "To yourself each month". A slider in the Corporation window: a share of the month's profit goes to your
wallet by itself, legally — only out of what the firm earned, never out of loans, and not while it is in debt. A
billionaire no longer carries millions to their own wallet by hand.
✚ The CEO salary cap grows with the corporation, and the advisor speaks up when your wallet is empty and your firm is rich.
Plants, warehouses, contracts
✚ Parts from your own line. When one line of a plant makes a part for another, the second takes it inside,
even if it used to take it from a warehouse, and a manager on autopilot no longer sends it to the national market.
✚ What a warehouse is for, in one number. The warehouse card shows "Gain a month": what your shops and plants
saved against buying at the market, less the upkeep. The advisor suggests a warehouse only when importing really is cheaper.
✚ Contracts without nagging windows. The offer window shows only the first two times, then the feed and the
phone. And a toggle "Sign profitable contracts automatically": a contract at least a tenth over the unit cost is signed at once.
Family and character
✚ Name your children. When a child is born, the game pauses and shows a window with both parents: what will you name the child? You can rename later too.
✚ Your own character. At the start you choose the childhood and adult life, the age and the traits.
✚ How the family works. Hover the spouse, children, kin, dynasty: a short note on how it works.
People behind the numbers
✚ Five qualities instead of a dozen: Management, Intellect, Charisma, Influence, Intrigue, and Fame apart.
Skills became perks in branches; perk points come from a year of study and from experience.
✚ Intrigue: dig up dirt and keep someone on the hook, provoke, steal blueprints. A failure may give you away,
and the target remembers. Those who hate you plot back.
✚ Intellect: projects on a building — "Improve quality" and "Cut costs" — and "Check the rumours": a true tip
on a share the exchange undervalues, or someone's secret.
Warehouses and imports — from your letters
✚ Why a warehouse "does not work". When a plant takes a good from a warehouse that does not hold it, the
supply tab says so — and what lies there instead: "the warehouse has no copper, it holds copper ore, a copper smelter
has to process it first".
✚ Imports in one click. An input your country's market does not sell (lithium, cobalt…): the supply tab names
the cheapest country, and "import via warehouse" sets up your warehouse by itself. If war or sanctions close every
route, it says that too.
Production
✚ Parts balance. A plant making parts for itself? A bar for each part shows who eats it and how much:
smartphones, displays, laptops — and in red what is missing. No more adding it up in your head.
✚ "Fit the shares" sets the part lines to exactly what your lines take, and tells first what it changes a month.
✚ A neighbour line's shortfall is bought on the market. When a part line can't keep up, the rest is bought instead of standing.
✚ New machines. Every line can be upgraded on its own, 5 stages of +15% capacity; installing takes a month.
The overview on the right
✚ The arrow in the top right corner (or the O key) opens the overview: your buildings with their profit and problems,
what is under way (upgrades, tasks, study), who plots against you, which contracts end soon. A click takes you there.
Progression
✚ The "Progression" tab in the character window: a card for each quality, its two branches, three tiers a perk.
✚ Qualities grow from their own deeds: Management from the buildings you run, Intellect from labs and projects,
Charisma from shops, brands and deals, Influence from posts, groups and lobbying, Intrigue from tasks.
✚ Qualities do what they say: Management gives more buildings under personal management, Influence softens the
prosecutor, Intellect speeds up your labs. The Marketer, Charisma and Management now really bring buyers to a shop.
✚ Balance: a shop manager costs less and raises its turnover; the Agronomist and the Mining engineer are half as
strong; only technology from your own labs can be sold to the world — projects and stolen blueprints stay your plants' know-how.
Saves of 0.14 load in 0.15.
From the author
We added progression. The tab is experimental for now: I'm still thinking over the perks, talents and qualities. The
next patch may be an in-between one, where I finish the work on the characters.
I know the interface is terrible. Honestly, I made it for myself, and I understand it doesn't suit everyone. I'll try to
work on it more deeply and make it easier to understand. If anyone who downloads and plays wants to shape the game, I'm
all for it. If you'd like to suggest what the interface and the tabs should be, write to me on social media or by email:
I'll add my contacts to the description on the game's main page.
Thank you for the support and for spending your time on my game.