The weekly newsletter for Fed2 by ibgames

EARTHDATE: June 18, 2006

Official News - page 4

CANALS ON THEIR WAY

Alan has been working hard over the last few weeks to program the next build: canals. This has taken a while to code because the effect of canals is something new, which required a lot of underlying programming.

Canals are the most efficient way of moving goods in a rural environment on agricultural and resource planets, where the population is spread out over large, sparsely settled areas. Each canal that you build will increase productivity across the board in the first two economic commodity groups - it will add 1% to the efficiency of all agri and resource commodities, up to a maximum of 5%. (Now you see why the exchange displays show you the efficiency levels!)

You can see the full details of how canals work in the Idiot's Guide.

Although canals have been implemented, they are still being tested so this build is not generally available yet; assuming the test team find no problems, the restriction should be taken off on Monday or Tuesday allowing you to start constructing these vital transport waterways. The command will be 'BUILD CANALS'.


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