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Commodore Shawn

A member registered Dec 09, 2015 · View creator page →

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Recent community posts

even 4gd patch:D (for exe to teech programm work with more than 2gb RAM)

Where did you find a 4 gb patch? Bronze Age should be able to use up to 4 gb already, it just doesn't need to. RAM isn't the limiting factor for performance. There are two main problem areas right now: render performance in the zoomed out map, and simulation performance. Both of those are CPU bound. I hope to have updates out to address those problems soon. Thank you for your patience.

and more than 256 palitra in design

I'm not sure what this means.

I'm aware of performance problems, and I'm working on them. It seems that the change to bonuses in the last update may have worsened the issue.

In the mean time, try a smaller map, and the continents or mediterranean world type.

I like it

Did you update to the latest .Net framework? There's a link in the installation instructions.

Also, anything in crash_log.txt? It can be found in the bronze age folder.

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They are based on your settlement population. And I just remembered that I rebalanced them, and forgot to put it in the patch notes...

There are several brackets of settlement size for the Humittes. Each bracket gives one more vizier, except for the first. Going on memory they are: 20, 40, 80, 160, 320, and 640. With another level in there somewhere, I can get the exact numbers later.

Viziers are used to operate "royal" buildings, which usually require limestone and copper/bronze to build.

Is there a file called bronze_crash.txt in the folder with bronze age? That's an automatically created crash log.

Curious. I'll take a look at it. Thanks, and sorry about the broken world. If you send me a link to it, it would help with debugging. And I could likely fix whatever is broken in it.

Try updating to the latest version of the .net framework, that's the usual culprit.

I haven't thought about the bigguns in awhile. They probably won't end up in Bronze Age. Tusked cyclopses would be interesting, though.

The AI should be sending traders. Could be related to a trade pathing bug I'm looking into.

Thanks for the heads up.


That sounds similar to what I'm thinking of for loyalty. Though in loyalty there will be an additional stat authority, which is produced by some buildings in your capital. 

The balance between authority and how much population is living outside your capital will determine how rebellious other settlements are.

Thanks for writing the article.

I don't think I'll be adding Iron to Bronze Age (maybe in a sequel: Iron Age).

I think there's a slight pathing issue with trade caravans around buildings, but I haven't had a chance to look into it yet. You can try using waypoints (available in the trade menus) to guide caravans on paths you want them to take.

If the buildings are "not operational", you're probably missing input items. Are any of your item stockpiles 0 or negative? From the sounds of it, you might not have enough wood.

Unlike a typical RTS, in Bronze Age units don't just have an upfront cost. They are a constant drain on resources.

You should be able to attack towers if you declare war on the enemy tribe. By default Masklings are just "hostile", which allows you to kill units, but not structures.

The AI will only import things from you if they need them. They will, however let you take small amounts. Keep your imports under 5 per season, and the AI shouldn't get grumpy.

I'm working on making trade a little more friendly, expect an update this week.

Oh, I really need to update that tutorial. Thanks!

The chariot barracks needs elite soldiers, wood, bronze, and pigs. It's under the military category.

Construction is a core part of the game. There wouldn't be much left in Bronze Age without it. I do, however, want to enable the player to specify future planned construction, with construction happening automatically as workers become available.

Raw silk has a use in that it allows you to distribute silk production. Producing raw silk is only possible in swamps, and benefits from agricultural bonuses. Processing raw silk into luxuries is labor intensive, however, and benefits from industrial bonuses. Fully optimized silk production requires two settlements.

Ah, could be an old .net framework issue. Try updating to the latest version of .net

Auto building what? Just have the AI take over construction?

  1. The categories do need a bit of restructuring, but I don't think roads and bridges belong with decorations. They provide a very useful service.
  2. That's an interesting idea, but could be tricky. I do like the idea of friendly AI trying to link road networks with you, that one might not be too difficult.
  3. If I can get automatic building upgrades working well, then I'd likely add a limestone upgrade to roads and bridges in general.
  4. More decorations would be good.
  5. Silk is a rather involved process by design, mirroring the labor intensive real-world process of producing it. Some more resources in swamps might be a good idea though, as a reward for building in the difficult terrain.
  6. A rework like that is totally doable through a mod, but doesn't fit my vision for the core game.

Thanks for the suggestions!

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Where would you like to see automation?  The only specific pain points I've seen mentioned is building upgrading.

Strange, sounds like something isn't loading right. Look for a file called "crash_log" in the bronze age folder.

should be able to run such a theoretically simple game

There's a lot more going on under the hood than you think. Performance is an issue I am working on.

That's bizarre. Does the problem persist after saving and reloading?


That's a known issue at low resolutions. If you edit the trade route from the zoomed out map the settlement information won't be there, and you should have room for all of the items.

Temples are under their own structure category. You'll need mudbrick at the minimum.

This is likely caused by Bronze Age not having write permissions to the save folder (such as Bronze Age being placed in Program Files). You can either put bronze age somewhere else, or change folder permissions

I'm not planning on supporting  .net 4.0. Why can't you upgrade?

A continents map will have fewer things on it, due to all the open water. That will be your best bet for keeping performance from degrading.

Did you declare war on the maskling tribe? Do they have a full set of walls?

That's quite a lot of people selected...

I'm planning on exploring a new UI framework which should be more responsive for situations like this, in the mean time you can still order movement through hotkeys. They're the yellow letters on the buttons.

Only the brewery won't really have a role under the happiness rework. I'll probably just remove it.

Thanks for the videos, they always bring a spike of interest.

Masklings like a little more territory around them than villages. Could be that there just wasn't room in the world, especially on a contents map.

I'll take a look at it, thanks.

Also, bug I noticed:

An enemy axeman was attacking one of my archers. I moved the archer out of melee range, but the axeman just stood his place and attacked. It seems like the archer was still recieving damage as well, and died shortly afterwards. The axeman was quite a distance away at that point.

I love the art style. The food needs are a little unintuitive, maybe a tooltip when hovering, to explain it?