Our initial proposal for part one of the project can be found here.
For Part 2, we have implemented a brand new GUI, and brand new tiles. We have added a rotating scroll bar for Commerce, Transportation, and Scenery tiles. Commerce tiles cost various amounts of ore(which can be found from a drop down menu for "Prices"), and Scenery tiles are free. You can double click on your housing tiles to upgrade them (for a cost of 400 ore). Ore, Population, and Job counters are being kept at the bottom of the screen, as well as a timer. Our game flashes achievements to the user, and once they complete their current objectives, they are given a new one. Messages are also displayed to the user on the bottom bar. Clouds are purely aesthetic. Super mines give off twice as much ore and they are the implementation of the construction class.

A screenshot of what the start-up screen looks like now. The game starts you off with a piece of road, a ore mine, and a house. The player must expand their city from there in a race against the clock.

As the player progresses through the game, they can check the prices of certain tiles from the drop down menu. Players must remember that you can only place commerce tiles if they are touching a pre-existing road tile. Cloud tiles are purely aesthetic, but they look cool if you have them floating on your roads!