Backwards compatibility

  • Saves from Update 2 are compatible with Update 3. However, due to various changes, existing factories may need updating.

Notable breaking changes

  • Removed Bricks and replaced with simpler concrete recipe made in Kiln.
  • Glass Maker I now returns broken glass, not slag.
  • 2x Glass Maker II needed per Blast Furnace II.
  • FBR now consumes significantly more yellowcake and costs Titanium to build. Machines supporting it have updated ratios, and both reprocessing and enrichment now require more power.
  • Consumer Electronics, Solar Panel (Mono) now require Aluminum (not steel).
  • Lab Equipment II uses glass instead of steel; production ratios overhauled.
  • Thermal Storage now returns water, not depleted steam.
  • Belt & pipe usage increases maintenance; long versions use more power (discount removed).
  • Oil: Naphtha/Diesel cracking no longer outputs sour water (removed sulfur loop).

New feature: Trains

  • Added trains, train stations, and train tracks building.
  • Two types of locomotives: steam and diesel.
  • Grid-based train tracks construction supporting 16 cardinal directions. For more details see Captain’s diary #45.
  • Train tracks can be elevated and constructed on pillars up to height of 5.
  • Signal-free train routing supporting complex scenarios such as sidings, round-abounts, or waiting bays. For more details see Captain’s diary #46.
  • Modular train stations allow continuous train loading. For more details see Captain’s diary #47.
  • Advanced features like train arrival limits or load/unload conditions are also supported.
  • Signalled level crossings allowing vehicles to traverse train tracks safely.
  • Train path-finder runs on a background thread, not affecting game performance in a significant way.

New feature: Offices and focus system

  • Build offices to leverage your growing population.
  • Offices assigned with workers and given Office Supplies, provide Focus points which can be allocated into modifiers and perks similarly to edicts but without Unity cost.
  • This is an end-game mechanic allowing you to scale your population and overclock parts of your industry.
  • For more details see Captain’s diary #48

New feature: Space program, asteroid mining

  • Rockets can now deliver cargo to orbit.
  • Added option to build, upgrade and maintain a space station.
    • Space station provides advanced research, unity bonus and research efficiency bonus.
    • Upgrades are unlimited, the only real limitation is how effectively you can scale.
  • Added a second tier of Rocket.
  • Added a new mechanic to search and deliver asteroids in order to mine them at your island.
  • For more details see Captain’s diary #48

New feature: Infinite research

  • Extended the research tree with 18 new infinite research nodes that provide significant bonuses and allow to overclock your industry to new possibilities.
  • Repeatable research nodes get more and more demanding - providing a significant end-game resource sink.
  • Advanced research nodes also require space points supplied by an operational space station.

New production chains

  • More than 40 new products.
  • Added smelting and production of Aluminum and Titanium.
  • Added production of diamonds.
  • Added Electronics IV produced from Sapphire wafers and diamonds.
  • Added products for the space program - space probe parts, station parts, crew supplies, compact reactor and more.
  • Added Luxury goods as a new product into settlements.
  • Added The Internet as a new module providing computing to settlements.

New content

  • New Ore sorter II with 10x more throughput than tier I.
  • New mineable resources: uranium, bauxite (aluminum ore), and titanium ore, added to all maps.
  • New Settlement IV.
  • Added Pipe IV with throughput of 900 per minute (compared to 450/m of T3 pipe).
  • Added 24 new contracts.

New mechanics

  • Added support to define power consumption multipliers per recipe.
  • Added option to set FBR breeding ratios for allowing dedicated breeder reactors and more advanced configurations.

Maps

  • Added a new map, Dragontail Isle, that is currently the largest official map in the game (22 km^2), where logistics via trains will be necessary.
  • Updated existing maps:
    • New Haven: land area increased from 4 to 11 km^2
    • Armageddon: land area increased from 17 to 20 km^2
    • The Beach: land area increased from 5 to 14 km^2
    • Curland: land area increased from 5 to 16 km^2
    • Golden Peak: land area increased from 3 to 16 km^2
    • You Shall Not Pass: land area increased from 6 to 18 km^2
    • Crater (from Supporter’s edition): land area increased from 7 to 18 km^2
  • Insula Mortis was retired but will be available on CoI Hub

New user interface

  • Complete UI overhaul
  • Overhauled more than 60 entity detail windows, statistics, codex window, HUD, blueprints and more.
  • Fully overhauled statistics with new bar charts, pie charts and better context information.
  • Significantly increased responsiveness and speed of computationally expensive UI components such as conveyors/pipes construction and building/blueprint construction.
  • Introduced new quality of life features
    • Storage slider to limit products output to belts & pipes.
    • Pinning windows, maximizing some windows.
  • UI now surfaces much more information thanks to rich floating windows.
    • Actual fuel, maintenance consumptions
    • Vehicle attributes shown in vehicle depot.
    • More information about mechanical shafts.
    • Ability to inspect machine buffers.
  • Toolbar overhaul
    • Toolbar groups items by tier reducing clutter.
    • Added Toolbar sub-categories for a more goal oriented approach.
  • Added search box into Blueprints and Contracts.
  • Codex window
    • Added machine information pages.
    • Added option to build machine directly (ctrl + click).
    • Added history navigation.

Updated content and mechanics

  • Increased maximum height of conveyor and pipe support pillars from 3 to 5.
  • All vehicles can now travel under obstacles such as pipes given sufficient clearance. For example, T1 excavators or haul trucks have a clearance of 4 and can travel under a pipe at height 5 or higher.
  • Controlled areas of mine and forestry towers can now be a polygon instead of just a rectangle.
  • Increased maximum area of mine and forestry towers.
  • Increased maximum vehicles limit from 180 to around 400 (depending on infinite research level).

Graphics

  • Improved overall scene lighting and color grading.
  • Introduced new texture quality setting that controls resolution of displayed textures.
  • Increased resolution of many textures by 2x and 4x.
  • Updated 3D models for conveyor belts, pipes, lifts, robotic assemblers (T4 and T5), rocket launch pad, and many products.
  • Improved ambient occlusion rendering of various models.

Performance Improvements

  • Increased vehicle path-finder performance by 40%.
  • Trees
    • Trees rendering is now ~3x faster, increasing overall game FPS by 10-25% in the early game.
    • Tree stumps rendering is now ~10x faster.
    • Growth of trees and decay of stumps no longer cause any CPU overhead, FPS increase 5-10% for saves with lots of forestry action.
    • Trees highlight rendering (harvesting selection) is now 5x faster, removing FPS drop when shown.
    • Trees selection and deselection operation is now 7x faster, removing lag when selecting large groups of trees.
    • Optimized data structures and algorithms for trees, reducing per-tree memory footprint and increasing performance of operations such as tree search for harvest by ~3x.
  • Optimized game initialization and loading, resulting in faster load times by a few seconds on average.

Balancing

  • This is just a simplified summary
    • More details at www.captain-of-industry.com/post/update3-is-out
  • Population goods and services consumption reduced by 10%.
  • Increased housing capacities.
  • Increased goals rewards.
  • Ore sorting made the default mechanic for all new games.
  • Maintenance
    • Reduced maintenance of excavators and haul trucks.
    • Reduced idle maintenance from 33% to 20%.
    • Reduced workers and power in maintenance depots.
    • Doubled the throughput of Maintenance depot (basic) + 10 free maintenance.
  • Belts & pipes changes
    • Belts & pipes now cost maintenance.
    • Increased power consumption of belts, especially by removing discounts for long ones.
  • Recycling efficiency
    • Base efficiency reduced from 25% to 20%.
    • Removed 10% bonus from research.
    • Max possible efficiency reduced from 90% → 60% (75% with offices).
  • Rebalanced a few edicts, mainly recycling ones that got more expensive.
  • Increased storage units capacities and decreased costs for III and IV.
  • Research changes
    • Introduced research efficiency which scales with population size.
    • Increased Unity consumption of Lab II, III, IV.
    • Increased workers required in Research labs.
    • Made mid-game research ~1.5x more expensive, end-game research is ~2x more expensive.
    • Removed compression from research parts but increased quantities and science to compensate.
    • Make research costs clear by showing their values in research points.
    • Significantly softened unintended science price increase when upgrading labs and researching techs from the previous tiers.
  • Research tree changes
    • Collapsed several less exciting research nodes into other ones.
    • Moved terrain leveling to come earlier.
    • Moved glass & salt to come before Research Lab II as many of you requested. As your punishment for such a request you now need to add glass into Lab Equipment II.
    • Moved Gold smelting to come after Research Lab II and not after Lab III.
    • Moved Arc furnace II to come after Res. Lab III instead of after Lab IV (similar with CO2 recycling).
    • FBR is now locked behind the Titanium research node.
    • Split recycling edicts into individual research nodes and make them more costly to research.
  • Smelting changes
    • Increased ore and coal consumption for iron, copper, and silicon smelting to scale ores flow.
    • Quartz consumption increased for silicon production (1.3x more quartz per output).
    • Removed computing from Arc II and bumped it to 6 MW.
    • Made Arc I capable of smelting the same recipes as Arc II and increased power to 4 MW.
    • Smelting scrap is more economical on fuel consumption thanks to new power multipliers.
    • Graphite production takes less coal.
  • Glass production changes
    • Removed compression from glass mix, Increased glass compression.
    • Glass maker I returns Broken glass instead of Slag.
    • Reduced throughput of Glass makers.
  • Balanced crushers to match new ore consumption, Iron & Copper crushing got more demanding, Quartz crushing less demanding, reduced power draw of crushers.
  • Cargo ships & depot modules
    • Cargo ships I,II now hold 500 per module.
    • Cargo ships III & IV now hold up to 750 per module (6000 total for Ship IV compared to previous 2880/3520).
    • Cargo ships fuel use adjusted to match new capacities (e.g. 30 → 40 diesel per module).
    • Cargo depot module capacities and throughput updated accordingly.
  • World map mines
    • Increased world mines & oil rigs throughputs and increased several deposits.
    • Significantly increased maintenance of world mines & rigs.
  • Electronics II now costs 2x Electronics I
  • Microchips changes
    • Now cost more silicon (2 per chip) but require less gold, acid, and plastic per unit.
    • Microchip Maker I throughput increased by 50%; Maker II now 3× faster than Maker I.
  • Computing changes
    • Servers are twice as expensive, but datacenters now require half as many.
    • Racks provide 2× more computing power but consume 2× more electricity.
    • Increased computing demand from Microchip Makers; reduced computing use in Assemblers.
  • Oil processing rebalanced for higher throughput and realism
    • Distillation towers now process more Crude and yield more Heavy oil and Naphtha (e.g. Heavy oil, Light oil).
    • Increased energy density of Medium Oil.
    • Fixed several energy-positive recipes (e.g., Naphtha to Diesel) and improved some overly energy-negative ones.
    • Fixed Sulfur-positive loop in Diesel to Naphtha by replacing Sour Water with Fuel Gas; similarly replaced Sour Water with Hydrogen in the Naphtha to Fuel Gas recipe.
    • Made Rubber cheaper and Plastic more expensive.
    • Reduced Sulfur output from the Sour water stripper.
  • Electrolyzers & Hydrogen
    • Increased throughput and reduced baseline power consumption for non-Hydrogen recipes.
    • Increased power efficiency of Electrolyzer II for hydrogen production.
    • Increased cost of producing hydrogen from Super pressurized steam.
    • Added a recipe to produce Ethanol from Carbon dioxide.
  • Nuclear and Uranium rebalanced
    • Yellowcake cost from Uranium tripled.
    • Enrichment and FBR power demands significantly increased.
    • FBR, Enrichment plant, Reprocessing plant maintenance significantly increased.
    • FBR consumes 72 Uranium Ore / 60 via blanket enrichment (12 yellowcake instead of 0.8).
    • FBR no longer burns Depleted Uranium for free (requires infusion with enriched blanket).
    • Renamed Crushed Uranium Ore to Uranium Ore Powder; crushers now process less input.
    • Reprocessing recipes updated for cleaner ratios.
    • Added option to make Plutonium and U20 outputs from enriched blankets.
    • Removed Pu + U4 => U20 recipe and introduced Pu => Core recipe.
    • Increased radioactivity for several nuclear products (e.g., Plutonium, Fission Products).
    • Nuclear Waste Storage capacity increased from 1600 to 2400.
    • FBR is no longer positive on enriched fuel when running in self-sustaining mode and has multiple breeding levels.
    • 0 (no breeding), takes 0.5 fuel
    • 1 (equilibrium), takes 1 fuel (no longer 4% positive)
    • 3, takes 1 fuel, produces just 1/4th of steam
  • Solar panels changes
    • Power output increased by 25%.
    • Maintenance got reduced by a factor of 4.
  • Electric boiler
    • Power consumption increased.
    • Make available earlier (right after power generation II).
  • Increased vehicle parts compression and increased costs of vehicles by 50%.
  • Slowed down T1 and T2 trucks by 10%.
  • Crops & food changes
    • Increased compression of Food Packs and simplified their recipes.
    • Increased yield of Fuel Gas, Ethanol and Diesel from crops.
    • Added digestion recipes for Corn, Soybeans, and Sugar cane.
    • Added burning recipe for Canola.
    • Increased crop yields for Sugar cane, Canola, Poppy.
    • Burning Animal Food, Biomass yields more Steam.
    • Increased snacks compression by a factor of 2.
    • Anaerobic digester returns twice as much compost from sludge.
  • Fertilizer changes
    • Fertilizer II fertilization potential increased from 2% to 2.5% and its production slightly reduced.
    • New recipe to blend dirt into Fertilizer (organic).
    • New recipe to blend Fertilize (organic) into Fertilizer I.
  • Pollution changes
    • Pollution health penalty is no longer capped at 40.
    • Increased throughput of Exhaust Scrubber.
    • New exhaust scrubbing recipe using limestone to fully mitigate pollution.
  • Unity changes
    • Reduced Unity provided by Consumer electronics.
    • Reduced Unity from Healthcare.
    • Disabled quick delivery for Rainwater harvester.
  • Thermal storage changes
    • Charging heat loss reduced from 20% to 10%.
    • Changed to return water instead of depleted steam.
  • Other maintenance changes
    • Add maintenance for Rainwater harvester, Incineration plant, Compactor, Shredder.
    • Reduce maintenance for diesel generators.
  • Other new recipes
    • Alternative recipe to produce CP1 out of steel to save wood.
  • Other recipe changes
    • Removed exhaust byproduct from golden scrap smelting.
    • Added all recipes from T3, T4 assemblers to T4, T5 assemblers making them always compatible for upgrades.
  • Evaporation Ponds yield less salt from seawater and brine.
  • Reduced throughput & capacity of Ore sorting plant I.
  • Reduced workers in farms, cooling towers, casters, boilers and more.
    • Made Robotic assembly T5 to require Maintenance III and no workers.
  • Increased power consumption of Air separator.
  • Reduced rocket build duration to 4 minutes.

Quality of life

  • Conveyor belt/pipe connectors can now be constructed directly on transports with a transport tool or directly from the build menu.
  • Added option to Unity-remove products from transports and connectors.
  • Right-clicking on a product icon in the storage inspector now opens the Codex instead of starting storage clearing.
  • Improved products to ports mapping for Ore sorters, providing more flexibility.

Camera

  • Added a new first-person drone-like camera type to photo mode, controllable via controller or keyboard.
  • Camera position no longer resets when moved after loading a saved position.
  • Camera saved position now also restores the rotation (only for newly saved positions).

Notable fixes

  • Fixed map cache loading that did not take into account mods. This could result in a map being loaded with incorrect materials.
  • Fixed issue where terrain was not updating fast enough or at all when too many changes were being made every tick.
  • Fixed multiple cases where transport connectors would not be constructed when connecting to multiple ports simultaneously.
  • Fixed tree planting that could get into a state where planters were no longer planting.
  • Rocket engine smoke no longer animates after the game is loaded.
  • Screenshots taken in the photo-mode now have a bloom post-processing effect and have the correct image format when MSAA is disabled.
  • Fixed issue with some surface designations disappearing on load.
  • Fixed trees highlight that was incorrectly highlighting the billboard model.
  • Tree model variants are now stable between game loads.
  • Fixed curbs of custom surfaces that now appear instantly after load without a delay.
  • Fixed maintenance that was sometimes not properly discounted when an entity was idle.
  • Fixed various animations not being properly loaded, e.g. rocket transporter tower holding a rocket.

Modding

  • Lots of API changes, especially in UI, will make most mods dysfunctional. Please update or remove mods before proceeding with old saves.

Translations

  • Created and published a new translation portal for community translations with an intuitive voting system and better game integration at http://hub.coigame.com/.