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ColonySim v0.50.0: events, effects, and weather

Third post in the ColonySim devlog series. This one covers the reworked event system, global effects, and how weather finally started to matter.

Events with consequences ​

Events used to be simple: something happened — you clicked a button. I wanted more — the player should make decisions, and those decisions should have consequences.

Now every event offers choices, and the buttons show what will happen. For example, "Accept (+1 villager)" instead of just "Accept". Three event types to start:

  • Caravan — offers a random item, and you choose how to pay.
  • Discovery — a random resource, but with a health risk.
  • Fire — a random building catches fire, and you need to decide what to do.

Global effects ​

Many events now apply temporary effects to the entire colony. Effects can be positive or negative — they show up in the UI as slots with progress bars. It adds the feeling that every decision carries weight.

Weather — not just a backdrop ​

One thing that bugged me: a blizzard is raging, but the baker keeps baking, the lumberjack keeps chopping — nobody cares. Now buildings are split into indoor and outdoor. Weather modifiers only affect outdoor work. During a blizzard, the lumberjack stays home while the baker keeps making bread.

A simple change, but it really shifts the strategy — you need to plan which buildings matter most in bad weather.

The tavern is no longer free ​

The tavern used to just give free happiness. Build it — colony is happy. Way too easy and didn't create any interesting decisions 😅

Now the tavern consumes alcohol — cider or beer — and provides a global happiness effect for the whole colony. No alcohol — no bonus. You actually have to plan your brewery production.

Other improvements ​

  • Diet settings — a dedicated screen for managing allowed food and drinks.
  • Unified fields — rye and corn grow from the same "Field" resource, you choose what to grow.
  • Smart reassignment — idle workers automatically find something to do after finishing their task.
  • New sprites — sawmill, lumber camp, and pier got new art.

What's next ​

Livestock is on the roadmap. I want to add chickens, cows, and sheep, so grain can be turned into eggs, milk, and wool. A new production chain should make the colony's economy deeper.

You can try ColonySim on itch.io — free, right in your browser.