-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathchangelog.txt
More file actions
54 lines (49 loc) · 3.31 KB
/
Copy pathchangelog.txt
File metadata and controls
54 lines (49 loc) · 3.31 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
Expanded Village Growth + Economics Changelog
Unreleased
- added: taxes can now fund town growth. A company's monthly tax is split
between its actively served towns and each share reduces that town's
growth rate by up to half (new "Taxes: Days of town growth per 1000 tax
per contributed town" setting, off by default). A "Tax funding by town"
Story Book page breaks down where each month's tax went
- added: airports and canals are now taxed, so air and water networks no longer
dodge the infrastructure tax. Two new rate settings, tax buckets are now
"network" (rail, road, canals) and "stations" (docks, airports)
- added: unit tests and a compile check for every script, run in CI
- changed: town cargo requirements are stored per category instead of packed
into one integer, which removes the 255 industry id ceiling. Savegames from
1.2.0 still load
- fixed: towns with non-contiguous ids could lose their saved cargo
requirements on load and get re-randomized
Version 1.2.0 (2026-07-24)
- added: Docks are now properly taxed like every other asset
- added: Taxes story book for more detailed information with respects to taxes
- added: additional difficulty tuners for the new sytems
- changed: Tax history page plots a line graph instead of bars
- fixed: packaging layout broke script loading since 1.1.0 (info.nut is back at the package root)
- fixed: crash when loading a save made before initialization finished
- fixed: industry randomization corrupted industry IDs above 127 in savegames
- fixed: crash on save when the map has no towns
- fixed: story book pages duplicated for other companies after each load
- tax information is now public for these publicly traded companies. Can't hide from the IRS (or well your shareholders)!
Version 1.1.0 (2026-07-18)
- added: force economy setting to override auto detection or force generated categories
- added: rating-based infrastructure tax discount and adjusted tax rate defaults
- added: support for FIRS Forked: Oil Town, AXIS 2.3 Extreme Classic, and Default Industries Plus
- fixed: FIRS 5.2 cargo renames (RFPR to CHEM) and FIRS 5 Steeltown missing cargos with corrected categories
- fixed: Improved Town Industries 2.17 chemicals cargo label
- fixed: French translation
- credits: merged from open upstream pull requests, see CREDITS.md
Version 1.0.0 (2026-07-18)
- added: category-based town growth over cargo and category fulfillment
- added: support for multiple industry sets, including procedural fallback categories
- added: configurable cargo randomization (fixed count, range, ascending/descending, nearby industry bias)
- added: contributor scoring and player growth point tracking
- added: towns that are funded by subsidies and infrastructure tax logic for rail/road ownership
- added: release-ready packaging and language validation checks in CI
- added: GitHub release workflow that builds and publishes the tarball on version tags
What it does:
- calculates monthly growth requirements per town and tracks supply, stockpiles, and unmet demand
- increases or slows growth by how well required cargo categories are delivered
- stops growth when baseline passenger/mail delivery requirements are not met
- shows live growth, contributor, limiter, and cargo category data in town windows and story pages
- keeps growth and contribution state across saves and supports large maps with many towns