This reminds me of an early Caesar or Caesar II, city builder type game. Where you’re not focused on production and pops so much as the city planning. Edit: also, I know it’s an early build but it looks like they should tweak the reach of some buildings. Like you shouldn’t need 2-3 warehouse type buildings within only a few tiles of each other.
The range calculation for cart posts etc doesn't feel weird at all to me. You just need roads on both sides of the cart post. You can't deliver things to a normal business through their back wall after all even if your building backs on to theirs- there needs to be a road for there to be an entrance.
With the range thing, this feels a lot like a throw-back to the old City Building games published by Sierra. Though I think I liked their "walker system" more. You were still managing the "ranges", but you could also affect them with road blocks et al. Not sure yet which is the better mechanic. This general range/radius, or the walkers. Thoughts?
Honestly, after playing it myself, you just seem to get mad for reasons where I would come in and say "skill issue". Better roads are often worth it even in early game, oftentimes you need just a tiny bit more range, which would cost like 8G, and once that range is fulfilled you can gain ~30G, so it's fine. When you notice the Artisans constantly running out, that's because they are getting assigned as carriers, it takes a lot of manpower to transport goods across half of the mountain, which isn't that big of a deal if you know how to account for it. At the 34:45 mark you could have built a road in-between the producer and distributer. ...etc. It's a different type of game, even if it technically is classified as your usual management type of game, it's fine if you don't like it, but not if you talk about skill issue things as if they were game issue things.
"Carts are NOT designed to transport teenage humans (or teenage yaks, for that matter), no matter how long they've been at the Inn." Well what's the point of having the carts then? Looks really fun, thanks!
Bounced off , it felt like a bog standard city builder with a very nice aesthetic , plus i got soft locked, by logistic region transversal , its annoying dealing with restricted space as a game mechanic
The moment I noticed that the people are just decoration I realized just how shallow this game is. Hopefully they flesh it out to be a proper sim like songs of syx otherwise I don't know what the appeal would be of this game.
Fully expecting a main bus design from Nilaus for Laysara now!
first secs in , menu image, and I think: somebody is gonna build Minas Tirith 👑
both stream and this episode lasted quite a while after the "time to wrap up", which is a very good compliment to this game :)
51:07 damn those monks
This seems like a really cool game. I'd love to see more videos.
This reminds me of an early Caesar or Caesar II, city builder type game. Where you’re not focused on production and pops so much as the city planning. Edit: also, I know it’s an early build but it looks like they should tweak the reach of some buildings. Like you shouldn’t need 2-3 warehouse type buildings within only a few tiles of each other.
First on first look? Love your videos Niluas.
The range calculation for cart posts etc doesn't feel weird at all to me. You just need roads on both sides of the cart post. You can't deliver things to a normal business through their back wall after all even if your building backs on to theirs- there needs to be a road for there to be an entrance.
Please do a second video, this is fun!
looks interesting ... tetris meets city builder essentilly
The air up on the mountain is definitely crisp
With the range thing, this feels a lot like a throw-back to the old City Building games published by Sierra. Though I think I liked their "walker system" more. You were still managing the "ranges", but you could also affect them with road blocks et al. Not sure yet which is the better mechanic. This general range/radius, or the walkers. Thoughts?
This game reminds me of Anno
Well most city builders are based on Annos logistics mechanics
Honestly, after playing it myself, you just seem to get mad for reasons where I would come in and say "skill issue".
Better roads are often worth it even in early game, oftentimes you need just a tiny bit more range, which would cost like 8G, and once that range is fulfilled you can gain ~30G, so it's fine.
When you notice the Artisans constantly running out, that's because they are getting assigned as carriers, it takes a lot of manpower to transport goods across half of the mountain, which isn't that big of a deal if you know how to account for it.
At the 34:45 mark you could have built a road in-between the producer and distributer.
...etc.
It's a different type of game, even if it technically is classified as your usual management type of game, it's fine if you don't like it, but not if you talk about skill issue things as if they were game issue things.
"Carts are NOT designed to transport teenage humans (or teenage yaks, for that matter), no matter how long they've been at the Inn." Well what's the point of having the carts then?
Looks really fun, thanks!
interesting
Bounced off , it felt like a bog standard city builder with a very nice aesthetic , plus i got soft locked, by logistic region transversal , its annoying dealing with restricted space as a game mechanic
Man, initially I was intrigued by the game, but seeing how fiddly it is with the placements and ranges makes me not want to buy it...
👍🏻
The moment I noticed that the people are just decoration I realized just how shallow this game is. Hopefully they flesh it out to be a proper sim like songs of syx otherwise I don't know what the appeal would be of this game.
Ah yes, the logic puzzle game pretending to be a city builder...
this reminds me of airborne kingdom. but this one has way too many generic sound effects.
Nilaus-bro ... you are TOO SLOW ... if you want to be on TOP .... you need more analysis and more forethought :p