RoadMap_FullPage.png

This document presents a revised version of the current roadmap, based on field observations, community feedback, and technical testing, six months into the release of the New Cycle game universe.

Items such as design balancing, economy balancing, and fine-tuning are not covered here, as they are continuously getting worked on, including overall debugging and continuous adjustments based on new additions.

To avoid giving any spoilers, we tried to convey all the steps forward without much elaboration on the headings of stories, missions, optional regulations, and some regional attributes. We also want to remind you that the mechanics, variable gaming universe outcomes, and probability framework are both related to the story and developed in an integrated manner.

While this is the final plan, the content below may be subject to alterations throughout the development lifecycle for technical reasons, needs, or community requests. You can always reach the development team and contact managers via the discord channel below or you can give feedback via the special areas created on this channel. As it is a major overhaul, we have not yet finalized the general timetable, but you will be able to view it here when it is finished.

Thank you once again for your patience and support.

Mechanics

In the endgame phase, thanks to the advancing industrial infrastructure and developing machine parks, it will be possible to produce multiple target products simultaneously within a single structure (e.g., a multiline factory). This feature will also be available in advanced structures such as food and chemical production buildings.

A procedural system will ensure that minerals and underground resources will be in different locations and of varying diversity in each gameplay session to contribute to the replayability of our handcrafted maps. The types of minerals and potential volumes of resources will vary from session to session again depending on the difficulty settings and can be adjusted particularly for Sandbox mode. In areas highly dependent on environmental indicators, such as farmland, the change will be more subtle, and the realistic texture of the game universe will be preserved.

For users who want to play Sandbox mode endlessly without any suppressive elements, periodic replenishment of all resources will be provided, and endgame constraints such as drought and disasters that force the universe will be removed exclusively for the Sandbox or left to the player's preference from the optional settings tab.

'Advisors,' which you can create from in-universe customized characters, and their 'Consul' will allow you to get help from your community members with more specific skills in running your city. Depending on their background, these characters will have special abilities in particular areas depending on their attributes, and these abilities can be increased or decreased as you place them on the consul or as a result of tasks based on special requests.

The New Cycle universe aims to offer playable maps with larger surface areas. Logistics and regional settlement rules will have new regulations and mechanics parallel with this expansion. The logistics mechanic, which currently only works by requiring pedestrian-only road networks, will, in the future, require sub-regions, especially for locations far from your main settlement on the map. This new mechanic, which will require you to respond to this need with 'vehicles' and stations connected by a highway-like network, will allow you to manage a cluster of your main settlement and other small regions you have created to access resources on the map.

Far-flung factories without a vehicle-supported logistics network will have to operate under heavy negative 'Workforce' bonuses. Think of it as losing the day by traveling hours to work. This negative multiplier will start to work from a certain distance from your Main Hall structure and also determine the limit of how many houses and social structures can get built.

For players who do not want the difficulties and gameplay brought by this mechanic, the option to disable this negative multiplier effect will be present within the framework of Sandbox mode.