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just a thought but would it be to much to ask if bakery's and smelters would use wood as fuel making trade between cities more important when a region gets full taking out the brickworks and lumber camps is easy if trade can support the regions but i notice that smoke comes out of bakery and smelters but dont burn wood whats making the smoke lol can we upgrade roads to stone? to help speed the traders also notice traders dont always use the roads is that pathing or is that just how traders roll just a few thoughts oh and gardens can they add more then 5 happiness its a waste of an infrastructure and rich soil for only 5 happiness

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totally enjoy the game taking over one continent was fun but trying to build up an empire has proven to be more then fun why are people so upset got a region with 481 happiness but morale is 97% and the riot all the time  

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In the next update I'll be refining the riot behavior. Your citizens won't have an all out riot unless morale gets really bad. There will be less severe outbursts, like theft, sabotage, and murders.

3 days into new game my only free citizen riots and destroy my farm then my brewery then the homes around the brewery thought you said you were going to change the rioting to be more controlled how do you expect us to play the game when we can not improve the happiness of our people quickly before the brewery even had a chance to do anything the people riot and destroyed the only thing making them happy monuments no longer add to happiness ya broke your own game ya need to fix it so we can make people happy quickly 

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another thought i had was being able to trade administration like you have an outpost that has a small region and a large region could you trade the extra administration to another region ?

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The goal of Administration is to make managing large settlements difficult. Being able to import it would cheapen that, I think. Once you have bronze it isn't difficult to fully upgrade a town center, which results in a lot of excess administration for a small settlement.


You can keep growing settlements by externalizing some resource production and shipping it in. When religion is introduced you'll be able to increase administration for a cost, and a trade-off of other bonuses.

I too was having an issue along these lines, I had started out on an Island and had advanced all the way to full bronze everything, when I suddenly realized I had run out of administration. Without administration to build I then was confined to my lonely fate of eventually starving to death because lack of food, and lack of ways to make food or new space.

 This got me thinking, the fact that every city is doomed to slowly starve to death due to lack of administration is a weak point in the game, cities should be allowed to prosper until a raid or enough unrest that will engulf the city into turmoil in due time. However as I was reading the discussions here and there, looking to see if someone else was voicing the same difficulty as me. I found this comment, and I understand that having a source of income or a way to continue to upgrade an administrative building would negate your idea for the cities of "Quality over Quantity". So that did away with my idea of suggesting a "Library" building that slowly gave administration to the city. Thinking along your lines of quality over quantity I decided upon suggesting a alternative to just giving the player more administration until they just reach the boarders of their region.

My alternative is that you change the food stat in a city (which is currently a almost static resource, I think it should be more like grapes or tin or one of those kinds of resources that have a indicator to show if the resource is decreasing or increasing) if food is based like that, I would suggest that food be a tradeable resource. Doing this will allow for the player to import food into a city that has reached it's peak administration capabilities, saving the city, from starvation, not unrest perhaps. This I believe would follow your vision "Quality over Quantity", in my playthroughs I found that I typically settled where I could find the most resources to help my colony expand to it's fullest potential. This tactic though somewhat historical, makes it that the large open grasslands and forests remain unpopulated and unused, I believe that by allowing food to be exported and imported, places like the fertile plains or the densely wooded areas would become useful, like a grasslands colony to export food to a forest colony that cant make enough food alone, then that forest colony can export its resources to places like the grassland colony to create more stuff to feed more people etc... thus creating a full circle of supply and resupply for your game.

I believe that it is in your hands to make the best choices for your game and I cant wait till the next update. I hope that the ideas I tossed around will give you even more tools to shape this game into what best suites for vision.

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Gardens aren't very efficient for Happiness. Happiness will be getting a rework next update and I think I'll move gardens to just be decorative.

Road upgrades are totally possible, but they would be incredibly tedious right now. 

For fuel sources, things like bakeries could burn all sorts of fuel, not just wood. I'm not sure that tracking fuel usage for bakeries would really add anything interesting to the game. Maybe for Bronze Smelters, to help reinforce the idea of Bronze as an advanced and expensive material.

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Maybe you could introduce a charcoal smelter? It could convert 5 wood into 15 fuel, or some other sort of large output item. You could have to use the fuel for upgraded bakeries and smelters, as a price for their superiority. There could also be a coal resource scattered about that would work also.

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Good point about the upgraded bakeries. I'll make a note about them, charcoal, and coal.

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Thanks Shawn.

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thank you really enjoying this game when i can afford i will be donating to just cause this game is that fun will gardens be able to be built any where? once the walls and towers are up and we can build up tedious is not a problem when it comes to infrastructure any added hardship in early game like fuel for bakeries and smelters only adds to the intense realizem that was the bronze age struggle but once you find what you need for bronze its all about trade and empire building keeping folks happy and enjoying the game i have not notice the enemy making ships or coming to retake land after i took over a large island of the 38 regions on the island i own 18 with a pop of 609 building roads to connect the regions setting up trade taking down rez collectors in favor of more happiness building regions for armies its all around fun and entertaining i own 18 out of 38 so 20 regions could be retaken but the enemies dont seem to have a navy or is that coming?

The current enemies, the masklings, are a very simple enemy designed to add some challenge to the game. Eventually there will be rival humans with ships of their own, and possibly several different races.

But for now, deep water is an obstacle only you can cross.