I’ve been considering adding a move structure feature to accompany the demolish feature.
Demolish is currently a sub-task of builders, increasing their priority should result in the demolishing of the structure.
Good idea on the priorities, I’ll add in numbers for the next update.
For the UI buttons I wanted the main buttons closer to the center of the screen, but at the same time the main buttons are the most important to introduce the player to. This naturally results in right to left set up. I could program a method of moving the buttons from left to right as they are discovered instead.
I’ll need to add a planting tutorial tip most likely as there are multiple conditions required:
1. Forge a billhook
2. Forge a bucket
3. Build or have a water pump
4. Raise the priority of farmer for a citizen.
Adding a table of contents is a necessary path I think as the encyclopedia expands, however for the time being, if you want to look up tomatoes, go to tomatoes in your inventory, hover over the icon with your cursor, wait for the display popup and then right click.
Agreed on the quest rewards I’ll change the visual to depict it as a blueprint.
Understood abut the forge item count, will add this in the next update. Yes the current quantity is how many to order (clicking the help button (question marks you find on the interfaces can help with ensuring that))
As for the middle click I've experimented with different methods, starting with single clicks that disrupted the scrolling camera when using the mouse to scroll, then went onto double clicks which makes it touch to select citizens vs structures when they overlap (the reason being : I was notified that trying to touch citizens to open their interfaces was tough while they were moving, thus I expanded the touch radius for doing so, however this results in overlap between citizens and structures. The main benefit of the middle click is that it separates structures from citizens however it does require more steps. I'll need to brainstorm this, because most games I've seen of similar style are either top down or if they are platformers they don't rely so much on selecting citizens directly.
You’d prefer the tier level of the structures returns to 1 on the next page? I can see pros and cons to both setups. (Someone who wants to compare the tier level boosts across multiple structures for instance)
Ahh yes, so currently when a citizen deposits a tomato it both adds to the food count in the barrel but also places the tomato in the inventory. This one is a bit trickier to properly set up, but to give some actual incentive to building restaurants I think I could set up a system in which citizens that start eating at the nutrient storage will randomly consume an item in the inventory equivalent to the amount of food they will consume. Even food items of higher fullness values would still only yield the same amount in the nutrient storage, however, using food in your inventory to prepare a meal at a restaurant would instead apply the fullness value boosts of specific food.
In terms of the citizen count it could be that I programmed it in such a way that it’s not able to count 0 citizens, a result only returning if the value is greater than 0, but I need to double check.
Game over sequences occur if and when the town center is destroyed. The reason stems from the current two ways of earning citizens: 1) Upgrading the tier of your town center can by chance result in the creation of citizens or 2) scouts can convert citizens outside of the territory and bring them back to your civilization. I’ll prob need to make that clearer in a tutorial tip. If you have the resources you could potentially create a citizen from having no citizens in rebuild. Also, building a temple (one of the structures) can actually resurrect fallen citizens.