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Click here to view the previous dev blog (#13): Custom Crops and Food Spoilage

Welcome to the 14th development blog for Project Hegemon. This post showcases various miscellaneous features that have been added over the course of development. 


Nation Map Labels

Nations now have labels on the map...

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Welcome to the 13th development blog for Project Hegemon. In this post, we will explain custom crops and foods. 

Custom Foods

Let's begin with custom foods. You might remember that buildings in TownyBuildings require "workers", which are supplied by House buildings. A House can supply one of the three classes...

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Refinery tower machines in the Oil Refinery building.

Welcome to the twelfth development blog for Project Hegemon. In this post, we will explore some more aspects of TownyBuildings factories.

Machines

Let us begin by reminding ourselves what factories are. Factories are special buildings in TownyBuildings that act like ...

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Click here to read the previous dev blog (#10):  Factories and Power in TownyBuildings 

Welcome to the 11th experimental plugin development blog, where I discuss a suite of plugins being developed for a new gamemode provisionally called "CampaignWar". In this edition, we will explore how resources work in this gamemode - particularly in the context of TownyBuildings and province attributes.

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Click here to read the previous dev blog (#9): Market Features and Deliveries

Welcome to the tenth experimental plugin dev blog, where I document the progress made on CampaignWar - indeed, we still do not have a proper name. In this blog, I detail further progress made on TownyBuildings. This is a custom plugin that has previously been covered in blogs #3 and

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