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Everrealm v1.2.0

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@RareBird15 RareBird15 released this 30 Jul 13:42
· 3 commits to main since this release

What's New

A resource pipeline system that makes your specializations interact with each other.

Three intermediate resources flow between your buildings:

  • Trade Goods (Founding Age): Markets produce, Craft Districts consume. Each active Craft District generates +4 bonus cacao.
  • Knowledge (Age of Growth): Codex Houses produce, Temples consume. Each active Temple gets an extra 10% multiplier boost.
  • Materials (Age of City-States): Estates produce, Aqueducts consume. Each active Aqueduct gets an extra 3% multiplier boost.

Balance your production and consumption for maximum efficiency. Surplus is wasted. Deficit means consumers go idle and produce nothing.

Resources unlock gradually so you learn one flow at a time. No stockpiling, no spatial mechanics, no timers. Just strategic decisions about what to specialize next.

Details

  • 121 tests passing (16 new tests)
  • Backward compatible with existing saves
  • New Resource Panel in the UI showing production, consumption, and status
  • Screen-reader friendly with labeled definition list
  • Spec updated with Part VIII: Resource Pipeline

Play at https://everrealm.lanie.work

Full Changelog: v1.1.0...v1.2.0