Update log
Full Imagine Earth update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
Good news everyone! The Earth Appreciation Fest is online and Imagine Earth is on sale big time! 70 % off like never before! Get it now if you haven't already ;D
20 % of net income from this sale is donated to Cool Earth an organisation that preserves forests all arround the world!
Transformations DLC is almost ready
Here are the major features you can expect from the DLC in the brand new announcement trailer. Stay tuned as we're finishing up the last details of the next DLC for Imagine Earth called Transformations:
Transformation DLC Features
The DLC features a campaign in which you are part of a rescue team that wants to transform civilizations before their planets are destroyed by a climate catastrophe.
New buildings
The DLC coming early next year will finally include new ocean buildings: A wave power plant and a floating algae factory. There are slums from which you must relocate the population to modern quarters, and mountains of trash that you can recycle as a source of income. Insect farming will most certainly be introduced as a new food source, and you can create lakes to cool down the temperatures in your cities, as heat waves will be a new and threatening disaster.
Bonus on Fossil Fields
We had to completely rework how the influence of fossil deposits on the production of power plants worked out. So far fossil power plants always had full productivity as long as there was still a neighboring field having at least 10% deposit. This is more differentiated now:
The power plant will still have full bonus when it’s on a fossil field with more than 50% reserve.
Down to 10% it will still have half productivity.
The same goes when the neighboring field has 50% or more reserve.
Below that it will have no more bonus.
On fields that are not near a fossil reserve it will have a malus (as it used to).
Emission Tax vs. Compensation
We have raised the CO² tax to make it more relevant and change the behavior of other factions as well.
Abandoned Cities
The procedural Planet generator can now generate abandoned cities and you can also define how much they should lie in ruins.
Relocating City Districts
You can now relocate city districts without losing the complete inhabitants of a district. You can also relocate supply buildings without losing their production for a long while and thus causing panic in your population.
Source
