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Big Farming update!

New Cycle · Community Announcements · January 23, 2026

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Hello everyone!

As part of our new policies aimed at more frequent content releases, we are back with a rather mid-sized patch: This update, which includes a series of changes to the core production mechanics, advanced structures that enable new alternative formula production, and a number of other innovations, provides a structure that deepens the functions of the universe (without leaning towards micro-management) and makes organic resource production more suitable for the late game. (We were not able to finalize the russian localization for this update yet and will deliver it as soon as possible)

Game mechanic changes

We’ve introduced a set of refinements and systemic changes to several gameplay elements that directly impact gameplay, with a stronger focus on precision and player control.

We have reworked the operating logic and efficiency calculations of buildings that produce based on soil conditions and near-surface resources. Previously, agricultural production buildings such as Farms, Kaleyards, and similar structures relied on predefined, point-based resource indicators located in biome-specific fertile zones.

This system has been completely removed.

In its place, we have introduced a new terrain-driven backend that reads the biome surface directly. The new model evaluates the ground cover textures of the terrain and applies at least 12 different efficiency variables to determine a building’s actual production capacity.

This allows us to simulate a much more organic and realistic production model—where barren land, gravel-heavy ground, and lush green surfaces naturally result in different output levels.

In early eras, primitive production buildings are heavily affected by surface-based efficiency values. As you progress into later eras, newly unlocked technologies—such as advanced production facilities, alternative production formulas, and mechanized farming—allow buildings to operate with a higher and more stable production capacity, becoming partially independent from raw surface efficiency.

*New, terrain-based efficiency output computation and UI presentation*

This new system has now been fully rolled out to Pit I and Pit II.

Previously, the Pit’s production model was completely independent of terrain conditions, allowing Stone, Sand, and Clay to be extracted at equal efficiency from just below the surface, regardless of where the building was placed.

With the new system, these three raw materials are now tied to terrain-compatible resource beds. Depending on the surface composition, a Pit can operate with higher or lower efficiency for each material.

Pits placed on rocky, steep surfaces now enable significantly more efficient Stone extraction, while built on dry, barren, vegetation-free terrain will perform better at Sand and Clay production, depending on the surface texture.

This new system does not have sharp boundaries. You can still do some farming even on the most barren patches of land, or even pits that have not been built on rocky surfaces can produce some stone on green terrain. Just like in the real world, common resources tied to the land can be found everywhere, but the main question is how much effort it will take to access them and whether we will consider it worthwhile.

This choice is entirely up to the player. Additionally, new regulations have been added that slightly improve location-based productivity, such as ‘aggressive irrigation’ and ‘soil rehabilitation’, but can also lead to different outcomes.

Below is the full list of buildings updated with this system, along with brief explanations of how each one is affected:

New Minor Side Mechanic

We are introducing a new building form for production support. A building has been added that can be constructed to designate ‘pasture’ areas directly related to animal husbandry. (Only Early Stage buildings)

This new building type has a secondary role that aligns with realistic asset justification. When raising livestock in primitive buildings such as Barn I and Sheepyard I, you can optionally allow these buildings to utilize a pasture, enables production with higher efficiency.

However, each pasture can support a certain number of production buildings, and as the number of structures sharing the pasture increases, the ‘efficiency’ bonus obtained from it is distributed proportionally according to the number of structures. In addition, the location where the pasture is placed is calculated according to the new land-based efficiency system, creating the total bonus value that the pasture will produce. Advanced industrial livestock structures cannot use pastures, but they make it possible to achieve higher production volumes in smaller areas with new animal feed mixtures.

For the near future

The following feature is planned for the next update to integrate new Terrain-Based system more meaningfully and deeply into the game flow and place it at the heart of one of the fundamental environmental struggles of its universe.

New Buildings And Vehicle

A series of new structures, primarily for agriculture and livestock, or advanced versions of existing structures have been added. The 3D visuals of two existing structures have been re-modeled and updated.

New raw materials and products

New Props

Minor change:

A series of changes and improvements were made to the system showing the interaction status with ‘service buildings’ that can be accessed nearby during the placement of residential buildings.

We attempted to resolve this fundamental issue of differentiation, which was frequently mentioned in the community's feedback, by striving to present visual feedback in the simplest and most understandable way possible without causing excessive UI complexity.

New Service Provider Connection Check and UI Presentation

Minor effect expansion:

During open-field livestock activities and pasture use, lightning strikes may occur as environmental damage. This situation will result in the death of animals, and the relevant structure will suffer a negative impact in the form of a temporary loss of productivity.

This situation does not occur in advanced structures that carry out closed livestock activities or in primitive structures under lightning arrester protection.

Fixes and improvements

And more on the way!

We would like to thank our entire community once again for your patience and support, stay tuned for further insights!

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