[h2]Golden statue of maintenance[/h2] You can upgrade the Statue of Maintenance to be made of gold! This truly shows your people that maintenance is something you deeply care about.
[h2] Statue en Or de la maintenance[/h2] Vous pouvez améliorer la statue de maintenance pour qu'elle soit en or ! Cela montre vraiment à vos employés que la maintenance est quelque chose qui vous tient à cœur.
Build complex oil and chemical refineries Break crude oil down into different usable fractions using multiple refining stages. With the ability to stack pipes you can create compact and scalable plants that can make all the oil-based products you will need for your growing empire.
Construire des raffineries de pétrole et de produits chimiques complexes. Décomposer le pétrole brut en différents sous produits de raffinage. Avec la possibilité d'empiler des tuyaux, vous pouvez créer des usines compactes et évolutives capables de fabriquer tous les produits à base de pétrole dont vous aurez besoin pour votre empire en pleine croissance.
Expand your colony and support your people. To staff your factories, farms, and vehicles, you need people, and lots of them. Build housing and provide essential goods to your citizens such as food, water, electricity, healthcare and household items. The population will grow on its own based on its health and happiness, but you can also recruit and rescue populations on the world map to help your island.
Développez votre colonie et subvenez aux besoins de votre peuple. Pour doter en personnel vos usines, vos fermes et vos véhicules, vous avez besoin de personnes, et beaucoup d'entre elles. Construisez des logements et fournissez des biens essentiels à vos citoyens tels que la nourriture, l'eau, l'électricité, les soins de santé et les articles ménagers. La population augmentera d'elle-même en fonction de sa santé et de son bonheur, mais vous pouvez également recruter et sauver des populations sur la carte du monde pour aider votre île.
Mine raw resources on fully dynamic terrain Find the natural riches of your land and use them to expand your empire. Mine coal, iron, copper, gold, or pump underground oil and water! Make open-pit mines to extract valuable ores from underground, or just dump excess rocks into the ocean to create a new land to build on! Remember that no mountain is tall enough for your fleet of excavators! Additionally, the dynamic terrain system allows you to create access to various levels of elevation throughout your island. Dig or dump terrain to create slopes between hard to reach places so that you can have the most efficient path for your vehicles.
Exploitez des ressources brutes sur un terrain entièrement dynamique. Trouvez les richesses naturelles de votre terre et utilisez-les pour étendre votre empire. Extrayez du charbon, du fer, du cuivre, de l'or ou pompez du pétrole et de l'eau souterrains ! Créez des mines à ciel ouvert pour extraire des minerais précieux du sous-sol, ou jetez simplement les roches en excès dans l'océan pour créer une nouvelle terre sur laquelle construire ! N'oubliez pas qu'aucune montagne n'est assez haute pour votre flotte d'excavatrices ! De plus, le système de terrain dynamique vous permet de créer un accès à différents niveaux d'élévation sur toute votre île. Creusez ou videz le terrain pour créer des pentes entre les endroits difficiles d'accès afin que vous puissiez avoir le chemin le plus efficace pour vos véhicules.
Farm your land You need to feed your people by growing simple crops such as potatoes. Later, you will be able to grow more advanced crops such as wheat or soybeans and process them to make more kinds of food and products. You can also produce fertilizers and use greenhouses to keep up with the food demands.
Cultivez votre terre. Vous devez nourrir votre peuple en cultivant des cultures simples telles que des pommes de terre. Plus tard, vous pourrez faire pousser des cultures plus avancées telles que le blé ou le soja et les transformer pour fabriquer plus de types d'aliments et de produits. Vous pouvez également produire des engrais et utiliser des serres pour répondre aux besoins alimentaires.
Mine raw resources on fully dynamic terrain Find the natural riches of your land and use them to expand your empire. Mine coal, iron, copper, gold, or pump underground oil and water! Make open-pit mines to extract valuable ores from underground, or just dump excess rocks into the ocean to create a new land to build on! Remember that no mountain is tall enough for your fleet of excavators! Additionally, the dynamic terrain system allows you to create access to various levels of elevation throughout your island. Dig or dump terrain to create slopes between hard to reach places so that you can have the most efficient path for your vehicles.
Exploitez des ressources brutes sur un terrain entièrement dynamique. Trouvez les richesses naturelles de votre terre et utilisez-les pour étendre votre empire. Extrayez du charbon, du fer, du cuivre, de l'or ou pompez du pétrole et de l'eau du souterrains ! Créez des mines à ciel ouvert pour extraire des minerais précieux du sous-sol, ou jetez simplement les roches en excès dans l'océan pour créer une nouvelle terre sur laquelle construire ! N'oubliez pas qu'aucune montagne n'est assez haute pour votre flotte d'excavatrices ! De plus, le système de terrain dynamique vous permet de créer un accès à différents niveaux d'élévation sur toute votre île. Creusez ou videz le terrain pour créer des pentes entre les endroits difficiles d'accès afin que vous puissiez avoir le chemin le plus efficace pour vos véhicules.
The supporter edition upgrade is for players who would like to support our small game studio MaFi Games and help us to continue and scale our work on Captain of Industry. We are incredibly grateful for your continued support, and as a small "thank you" we've prepared a few exclusive items for you to enjoy!
L'édition Supporteur est destinée aux joueurs qui souhaitent soutenir notre petit studio de jeux MaFi Games et nous aider à faire évoluer notre travail sur Captain of Industry. Étant très reconnaissants de votre soutien, en guise de "merci", nous avons préparé quelques articles exclusifs pour vous !
Your journey will start on an abandoned island with a small crew of loyal workers. In order to survive, you will need to mine raw materials from the earth, grow food, build factories, manufacture products, construct vehicles, research new technologies, explore your surroundings, and trade with other islands. If you do things right, you'll work your way up towards an industrial superpower and you can even start a space program! But this is no easy task and you will be put to the test to keep your settlement alive.
Votre voyage commencera sur une île abandonnée avec une petite équipe de travailleurs fidèles. Pour survivre, vous devrez extraire des matières premières de la terre, cultiver de la nourriture, construire des usines, fabriquer des produits, construire des véhicules, rechercher de nouvelles technologies, explorer votre environnement et commercer avec d'autres îles. Si vous faites les choses correctement, vous progresserez vers une superpuissance industrielle et vous pourrez même lancer un programme spatial ! Mais ce n'est pas une tâche facile et vous serez mis à l'épreuve pour maintenir votre colonie en vie.
Land your crew on an abandoned island! Mine raw materials, grow food, build factories, craft products, research technologies and trade with others. Become an industrial giant! It won't be easy to keep your colony alive.
Débarquez votre équipage sur une île abandonnée ! Exploitez des matières premières, cultivez des aliments, construisez des usines, fabriquez des produits, recherchez des technologies et échangez avec d'autres. Devenez un géant industrielle ! Ce ne sera pas facile de maintenir votre colonie en vie.
New map: Insula mortis Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories. Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18. Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible. User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather. Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.
New map: Insula mortis Improved experience * Added mass upgrade tool. When an area is selected for upgrade, a popup window can be used to select what entities in that area should be upgraded. * Added comprehensive checklist-based tutorial that will guide new players though the early game (can be disabled). * Reworked and restructured tutorials to better explain game mechanics, be more simple to read, and be less verbose. * Added mods configuration options when starting or loading a game. This also allows you to add/remove mods before a game is loaded. Note that not all mods can be safely added/removed from a save. * Introduced a new bricks production chain into the game. Bricks can be used as an alternative for Concrete in Construction parts. Bricks are designed to make early game a bit easier. Performance * Further optimized transport pillars rendering and added LODs, saving many millions of drawn triangles in large factories. Balance changes * World map no longer gives refugees from explorations. * Beacon is now infinite with diminishing returns. * Reduced early research difficulties. * Removed electronics from collapsed radio tower. * Research labs no longer consume Unity when idle. * Reduced connector buffer size significantly (size is still based on transporting speeds of connected entities). * Increased water requirements to make 8 acid from 4 to 6. * Reduced water yield from cleaning of 24 toxic slurry from 20 to 18. Behavior changes * When assigning a vehicle to a building (e.g. mine tower), assign the closest one. * Excavators no longer return to the mine tower when mining finishes, unless they are outside of the mine area. * Dumping designations are no longer searched based on proximity to the mine tower but on proximity to the vehicle. * Refueling trucks now don’t leave fuel stations while the station keeps loading them with more fuel. * Trucks and excavators now prefer to refuel at the fuel station that is assigned to their mine tower. * Improved logistics jobs priority system. * Transport connector now attempts to accept inputs evenly from all connected ports (outputs were already even). This means that a connector has an equivalent behavior to a balancer without any priorities or ratio enforcement settings on. * Transports construction tool now places a connector in places where it makes sense (e.g. two output ports facing the same tile). * Statue of maintenance now provides maintenance reduction based on the number of operational statues. The maintenance reduction of a single statue was reduced from 5% to 4%, but each additional statue gives an additional reduction which is a half of the previous one. For example, 3 statues give 4% + 2% + 1% = 7% total maintenance reduction now! * It is now possible to flip entities with mechanical shaft such as turbines and generators. * It is now possible to queue any research node and all required parent nodes will be queued before it automatically. * Improved ship surrender logic so that your ship will not surrender if the enemy has much lower HP. * Improved tree harvester logic to ignore non-reachable trees if possible. User interface * Replaced toggle buttons with checkboxes. * Improved several dialogs to properly respect the Esc key. * Total population view moved from the big top left tiles to the main top toolbar. * Removed custom starving notifications and moved them to the regular notifications. * Notification dismissal status is now persistent (loads from a save). * Collapse warning icon on affected building disappears when its notification is dismissed. Notification reappears when more terrain under the affected building is modified. * Custom warning notifications on storages don't go away until the contents are more than 5% off the target to prevent flickering. * Message notifications now auto-collapse when there are more than 5 of them. * Add "delete entire transport" action into the construction toolbox for better discoverability. * Transport height now shows the correct height when connecting to other transports. * Remove the top title bar from the bottom toolbar and use tooltips for the items instead. * When selecting an entity, prefer a vehicle if there are two entities to choose from. This allows selecting trucks clipped inside of buildings. * Fixed idle non-assigned vehicles that were not properly updated in the UI. * Fixed an incorrect estimate of water yield in the rainwater harvester. * Fixed Recipe book that did not show some recipes as locked if the owning entity was locked. * Fixed hotkey for price tooltip did not work if transport editor was activated via copy tool. * Fixed missing tooltips in settlement overview, added a link for tutorial about health. * Product stats titles are now ordered by name. * Made key-binging tooltips translatable. * Mining overlay can be now toggled without canceling current selection for building. * Games can be loaded/saved by double-clicking on existing file names. * Updated translations, thanks to everyone who is contributing! Significant bug fixes * Fixed recycling of gold which was incorrectly returning only 1/3 of the expected value. * Fixed issue with free maintenance when global maintenance amount exceeded capacity. * Fixed contracts that were in some cases charging more Unity than they should have. * Fixed game crash when clicking "continue" for a save file that was deleted in the meantime. * Fixed terrain rendering that was showing lighter stripes on steep slopes. * Fixed shipyard collapse that was not properly destroying products, potentially causing the permanent radiation issues. * Fixed incorrect sun brightness and shadows intensity when a game was loaded during rainy weather. Transport related bug fixes * Transport connectors now return products to the shipyard when destroyed (instead of destroying them). * Fixed buried pipes that are no longer destroyed when another transport is built on top of them. * Fixed pipe attachment to the pillar that was sometimes incorrectly oriented. * Fixed spontaneous transport collapse that sometimes happened during flip, connection, or upgrade. * Fixed transport pillars that were sometimes stuck as a blueprint. * Construction state of a transport (e.g. ongoing upgrade or construction pause) is now properly preserved when joining it with other transports. * Fixed construction cubes visualization when transport under construction was connected to other transports. * Paused transports no longer accept products. * Transports in clearing mode are no longer moving products and are no longer accepting products. * Fixed destroy tool that was incorrectly selecting the entire transport when the cursor was previously on any other non-transport building. * Fixed transport destroy tool that was not showing destroy preview when repeatedly hovered over the same spot on a transport. Other Bug fixes * Server racks can no longer be added into non-constructed data centers. * Fixed vehicle overlay that was sometimes shown for an incorrect vehicle class. * Fixed wood disappearance when truck overload edict was active. * Fixed inability to select tree harvesters sometimes. * Fixed edict panel to correctly show effects of unity-positive edicts. * Fixed excess consumption of lab equipment on research finish or change. * Cargo depot modules now have an idle state. * Fixed that the beacon was not losing progress when paused. * Fixed buildings highlighting during route assignment. * Fixed rendering of building ghosts particles below terrain designations. * Upgrade of machines now properly prunes obsolete product buffers. This means that upgraded Blast furnace II will no longer accept iron ore since it cannot even process it. * Trucks no longer exceed reservations of other trucks when delivering their cargo * Fixed unity stats that did not contain items that went over the unity cap. * Fixed some recipes that were unlocked too early or were not visible in research. * Fixed that cutting and pasting of a building with vehicles assigned did not preserve the vehicles assignments. * When people leave due to lack of food, any homeless will now get properly accommodated in their place. * Fixed mining of corner designations that was sometimes not possible for large excavators.