This markup language allows developers to create cross-browser and cross-platform games, supports 2D and 3D graphics, multiplayer, audio API, and also provides offline storage for assets.
The Mercatorio July update is now live, with new content and some handy new features.
As those around you, be it bots or other players, make their business decisions and adjustments, this will often impact your businesses operations as well. If the supply of a crucial product is reduced or the price increased, you may experience shortfalls and production disruptions. If the market demand is reduced or your price undercut, your cashflow may be impacted.
With new other split feature (available in warehouses), this impact may be reduced.
Let's say you need some ropes for your operations to run smoothly and rely on the market for obtaining them. Previously you'd have to choose between setting a high price, paying extra at price spikes even when you have reserves, or setting a low price and risk not getting the inputs your operations require.
By splitting the order, you can have a regular order component set near the typical price, which will supply your business at good rates during normal times. Then you split out an "emergency" section which offers a much higher price but activates if supplies are running low.
Similarly, you can set up orders to sell incrementally larger volumes if the price goes up (say 10 units/turn at price 5.00, 5 units more at price 6.00, etc). The warehouse now supports setting up to 3 different prices for each product.
Towns are growing and the new row-houses are introduced to house the commoners. They require more maintenance than the current cottages, but promises to free up valuable urban real-estate.
ooops
The bottom tier (0 / simple) production methods have been merged into 1 / basic. This should not have any gameplay impact as both are accessible from the start.
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