Update log
Full COPA CITY update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Events
Permanent Bonuses from Functional Buildings
We will introduce you to a gameplay element designed to elevate your city-building experience: the "Bonuses and Limitations in building" system! This feature encourages strategic planning and efficient module layouts, adding depth and exciting challenges to managing your grids.
Get ready to be rewarded for your architectural prowess! Functional buildings grant permanent bonuses to entire areas, encouraging skillful use of space and thoughtful planning. These bonuses are activated by functional buildings with a defined range and will affect all modules within that range.
What kind of effects can you expect? These bonuses can modify:
Module construction costs
Maintenance costs
Module operating efficiency
Your final score
To make this system intuitive, we've integrated clear visual cues on your 3D map. Grids under the influence of a bonus will be marked with an icon assigned to the functional building providing it.
Grid without any bonuses
Grid with one additional bonus from functional building
Grid with two additional bonuses from functional buildings
When you hover over a functional building or a grid, the game will conveniently show the building's range or indicate which building is providing the bonus. Even if the visual suggests a part of the grid is outside the range, the entire grid (all its fields) receives the same bonus. If a grid is influenced by multiple functional buildings, hovering over it will display the ranges of all impacting buildings. The same logic applies to the tactical map for consistent gameplay understanding.
Functional building bonus area range
You'll also see all active permanent bonuses on your building panel, either as an icon that reveals information on hover or directly as information plus an icon.
Understanding Limitations: Pathways and Generators
We're introducing two main limitations that will challenge your planning skills and ensure your modules are functioning optimally: Building Pathways: Modules that require pathways simply won't work without them. Modules that are offline due to a missing pathway will be clearly marked with an icon.
The modules lack a connecting path, as indicated by markers visible above them.
Generator Operation on Grids
If a module needs power, it must be placed within the range of an appropriate generator. Each generator has a specific range, providing power to modules within that range. Modules may require a specific type of generator (small, medium, or large). Interestingly, if a module requires a small generator, higher types (medium, large) will also work, but smaller types, even in greater numbers, will not. Some modules, like pathways, don't require a generator at all.
Small and medium generators range
Large generator range
To assist your building decisions, when placing a generator, you'll see a preview of its range. If a module requires a generator, the game will show the ranges of all generators that fulfill its energy needs. For example, if you're placing a 'Scene module' that requires a large generator, you'll only see the ranges of large generators. If you're placing a 'Standard Foodtruck module' that requires small generators, you'll see the ranges of all types of generators. The system will also inform you if there are non-functioning modules on a grid due to a lack of a generator in range. Importantly, any module "touching" a generator's range is considered within its range, even if most of the model is outside. Modules will remain offline until a generator is built within their range. The generator's range and any warnings about non-working modules
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