I agree, there's too much empty space right now. I think hexes per region feels about right, though.
Recent community posts
Currently there isn't a framework in place for a map editor or pre-made maps. I've thought about some sort of import tool, but it's pretty low priority for me.
Any sort of victory conditions, I think, will be a part of the story. I hope to start work on adding the story in the next few updates.
2. Right now saving has to pause the game, so that world state doesn't change mid saving. I don't really see that changing in the future.
6. Yes, I'd love a system like that. It's in the plans, but will likely be awhile.
- Yeah, that behavior isn't ideal. I'll likely change it at some point, but I don't see it as that high a priority.
- Is that a problem? Things can change when the game is paused, you can change trade routes and order new construction.
- I think that's a rounding error, I'm looking into it.
- I think this is due to a limitation of the pathfinding system, but I'll look into it.
- I'll look into it.
Thanks for playing, and thanks for the feedback.
It would be nice to be able to quickly order with right click, but I think that could conflict with using right click for panning.
I could try experiment with scrolling by putting the mouse at the edge of the screen, but it's pretty low priority right now (compared to performance).
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.
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.
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.
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.