MEGACITY 2.11.8 — Build 33: Strategy, Research, and City Operations
Since Build 30, MEGACITY has gained new ways to command your forces, develop research, manage districts, and explore the world beyond your city. Here’s what’s changed across Builds 31–33.
Build 33 highlights
- More tactical Strategy battles. Follow formation-by-formation action, status, and battle history. City encounters bring their force, equipment, and doctrine into Strategy; the doctrine snapshot stays fixed for that battle. Return the battle report to its originating city, where it can be recovered after a reload.
- Research teams. Assign team leads and named supporting scientists, choose projects, tune staffing, review research fit and progress, and auto-assign available staff. Active team capacity depends on completed research facilities.
- Scout the unknown. Explore uncharted world-map sites to build persistent discovery progress. The History Journal now has dedicated discovery and combat filters.
- Compare district security. Review coverage, staffing gaps, vacancies, local-duty funding, and upkeep across districts, with links to district orders.
- Give advisors more responsibility. Assigned advisors can manage research, intelligence, espionage, agriculture, trade, military supplies, and edicts, alongside recruitment. Choose OFF, SUGGEST for approval, or ACT within configured limits.
- Set mutant access policy. Control district admission for new arrivals and whether mutant scientists may work. Changing policy does not remove current residents or erase research progress.
- Prepare Sentinel Hazard Riflemen in your city. Research and manufacture the required equipment, then convert an existing City Defense Infantry operator through a timed order.
- Track civilian production. The Supply Chain Stockpile now groups balances and tracks known civilian production and consumption, with low-reserve and shortage filters. Untracked rates are marked unknown.
- Assign city-defense formations. Saved commanders and district garrisons support DEFEND (+25% weighted city-defense strength, free), RESERVE (+40%, 1 ammo per 10 owned per tick), and RAPID RESPONSE (+60%, 2 fuel per 10 owned per tick). Unfunded orders grant no bonus. These are city-defense postures, not battlefield tactics or deployment commands.
- Encounter Marauder raiders. Wasteland and desert routes can produce a chance-based harpoon-truck ambush. The truck dossier is reference material, not a recruitable vehicle.
- Hear more on the comms monitor. Ambient radio traffic appears alongside verified dispatches; ambient lines are flavor, not confirmed events or additional intelligence.
- Expand your frontier and government. New map-bound reclamation sites become available as earlier sites are settled, supporting growth toward the 1,000-district limit. The Council of Ten shows the commander and nine appointed advisors; Supreme Ruler declarations require late-game milestones.
- More names, and one unfinished office. Character-name pools have expanded. The Corrections tab and P shortcut currently open an “under development” message; prison management is not implemented.
Earlier updates since Build 30
- District orders and encounters. District menus can issue community aid and staffed patrols; mass detention affects custody, workforce, and political backlash. Crackdowns and troop assaults create paid city encounters, with tactical combat on web and a local fallback if the battle window cannot open.
- A clear city limit. Growth stops at 1,000 districts. Active reclamation reserves capacity, overflow work pauses before further costs, and existing larger saves keep their districts.
- Battlefield readability and supplies. Vehicle designs gained field-identification silhouettes; busy battle rounds have concise screen-reader summaries; artillery and ICBM support now use delivered physical ordnance. The Codex and tutorial also explain formations, supply blockers, and battlefield conditions.
Fixes and quality improvements
- All nine Inner Circle advisor seats can be filled, and full rosters survive loading.
- Delayed officer and squad confirmations no longer act on a changed selection.
- Battle returns are tied to the originating city slot, survive reloads more safely, and are not offered for delivery again after acceptance. Failed local saves are reported.
- Incident screens now explain responding versus dismissing; multi-choice responses preview selected effects and total credit cost. Outcomes are recorded in history. Dismissing a recurring warning may only suppress it temporarily while its cause remains.
- A seeded simulation benchmark improved from a median 5.21 ms to 3.43 ms per tick—about 34%. Results vary by city and device; performance limits have not changed.
MEGACITY remains in active development.
You have my sincere gratitude for playing, continuing to play and for your feedback.
Cheers,
~Green Kamino.
