[u][b]Gameplay:[/b][/u]
Oil Power Plant and Coal Power Plant buildings added to the game;
Produced electricity can now be sold to citizens or used in production;
Chemical Factory now consumes electricity to produce fertilizers and chemicals;
Chemicals are now required to produce Dynamite in an Explosives Plant;
Dynamite can be used to restore exhausted mines;
Clay pits have unlimited deposits but require electricity for deeper extraction;
Oil wells are now unlimited, but deeper pumping increases upkeep;
Competitive Mode is now available for generated multiplayer maps;
Added resource capacity scenario options for multiplayer maps;
[u][b]Balancing:[/b][/u]
City Hall's internal consumption rate has been reduced;
Contracts for produced commodities will now appear later;
Banks provide services to a limited number of citizens on a monthly basis;
[u][b]UI:[/b][/u]
Full/empty notifications can be managed per warehouse;
Alt+Click on commodities now sets the correct number of carriages in the route planner;
Added a "Delete All Old Save Files" button;
Fixed 'researched' symbol for Geology map cells;
While a train is selected, clicking on a city or a commodity on the map will always add it to the train's route.
[u][b]Fixes:[/b][/u]
Trains now move against road direction if the path was set before the semaphore switched;
Bridge pillars no longer disappear on long bridge;
Bridge and tunnels were not built properly in some cases;
Players can not launch auctions before building an office;
Localization improvements.
[i]Please note that, due to the significant changes made in this update, we've run into another (this time, smaller) issue when it comes to your save files. While post-mission save files will be still be compatible, those made during a mission will not. Just like last time, you'll still be able to access the previous version through a separate branch, to tie up any loose deals.[/i]
