🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles


A member registered Jul 11, 2017

Recent community posts

It was definitely the respawn mod. Every single region except for some islands had a maskling camp, which was causing the problems. I made a new game and have built more than a dozen interconnected cities without any trouble. For now I've made a slower version of the mod (15 years) and will just manually turn it off periodically.

That said, outside of a few minor issues, the recent update feels amazing. Great job with the new map generation, the mountains and rivers look and feel better and the tin balance has been great. Sea trade has really opened up options for expansion and the UI changes feel really good. I know there is a lot more you plan to do and I can't wait to see it. Great job!

Posted in Bug Reports

Settlements with both land and sea trade will occasionally send a wagon out to drive from one side of a neighboring territory to the other, as if they are attempting to find a land route to the destination reached only by water. This happens whether the sea route goes to a settlement that shares a river for a border or if the land masses are separated by sea regions.

I love the new graphics, and tin distribution adds a great driver for trade. Bronze is great and the increased admin from upgraded structures seems to be enough that I don't feel the need for the tyranny mod anymore.

Main issue I've come across is that it has gotten very unresponsive after 5 or so settlements. My inputs just don't register much of the time, which is pretty frustrating. I'm using the respawning masklings mod and wonder if that is actually the issue, as there do seem to be a ton streaming at me nearly constantly. This is on medium continents with medium hostility.

The structures in the picture with the yellow arrows look like they are the ports. There is a boat pulled up on one of the ones that doesn't have an arrow on it. You can also see a buttons to deploy ships or the whole Navy in the UI.

Man, this is all great stuff. I really like the new graphics, they look great. I really like the stone houses with the central courtyard. The mode switches do look out of place, but I'm sure those are just place holders for the mock up. Great job Shawn!

I really like the mesopotamia map idea. Maybe you could have a choice for the level of green. That way you could focus development to be near the rivers, with desert starting some rough distance away from the water. You could also apply some debuff when operating on desert terrain to inhibit travelling or developing much away from wet regions. Maybe dot the deserts with oases or whatever.

Anyway, I love it. Can't wait to try it out.

I think the exploited regions, in addition to the ability to build roads outside of settled territory will both help spread our kingdoms out a lot. Another thing that I'd like to see to that effect would be a change to the maskling spawn logic from the respawning maskling mod to prevent them from spawning right next to you. Maybe 2-3 regions away at the closest.

I've had the same problem. It would be nice if we could disable structures and then reenable them later.

Perhaps you could make the ui more like caesar 4, but I think we can live without a minimap.  Make a vertical stripe on the right side and have the top list the region name and date, below that a graphical grid of buildings, possibly tabbed between military, civic, and econ. Below that you can list the econ info for the region.

Selecting units would put unit portraits where the building list would be, possibly scaling dynamically depending on unit count. Buttons for orders and formations relevant to the units could also display here. Same with buildings, select a building and orders or information relevant to that building pop up here.

I've actually grown to like the absence of the minimap, but would like better notification of attack events. Perhaps a red arrow on the edge of the screen in the direction of the event. The zoom levels are great, I'd just like one more in each direction.

I'd like a way to select only combat units. Like, holding alt while drag selecting units ignores traders/etc. I'd also like to be able to select all units of a type on screen by double clicking one of them. Extend this to buildings. Basically like a more traditional rts like 0 ad. Waypoints and rallypoints would also be nice.

Game is coming along great man, keep up the good work! I'm very excited to finally exit the chalcolithic. :P

That did it, thanks!

I'd like to be able to build walls across shallow water. Gates too, for trade ships.

Awesome, thanks!

Posted in Bug Reports
(Edited 1 time)

I can no longer capture maskling settlements. This seems to have started with 2.2.3, but reverting to 2.2.2 doesn't seem to resolve the issue. I tried to capture multiple settlements and had the same issue with all of them.

edit: reverting to 2.2.1 fixes the issue. I'll use that for now

I really love the new mountain ranges. The whole world feels much better now. Maybe they can be designed to merge into each other like the walls and roads do.

The administration system really gives a lot of focus to city design. Fantastic job, things are really coming together!

I had the same issue. Enemies couldn't destroy it, either. They'd run up and hit it once then run away. I fixed it by editing the save file by hand. :( First I gave the whole settlement to another tribe and tried to capture it back, but my units just hit it once and stopped while it streamed arrows at them. So I ran a find for "under" to find the hexes and just cleared out the structure completely and resettled.

I'm not sure if it was necessary, but I cleared out all structures except walls and roads in that region so that I could start fresh. I "marked" them by issuing demolish commands so that they would be under construction in the save file, for identification.

It is really good, though I don't think Commodore Shawn has the time to make both. Perhaps the first could be open sourced?

I posted it in another thread, but I think it would be cool if migrants/traders/invaders would sail in from the edge of the map. The difficulty and frequency could be tied to some metrics relating to the players advancement. You could have multiple factions, possibly tied to the direction they came from, so some might just send trade envoys and be friendly while others might launch invasions. Some may just attempt to colonize unclaimed areas and be largely neutral.

Obviously this would all have to wait until the boat and diplomacy updates, but I think it could really add a lot to the end game.

Since the map has edges, I think it would be cool to spawn them from there. You could have raiders as well as trade caravans. For traders, you could require a special trade outpost building only available once you've made contact. They could be like the Harrapan trade settlements in Sumer.

As for the raiders, you could step up the raids as the map becomes cleared of barbarian tribes, or some other metric of game progression. Maybe they could even try to form their own colonies in addition to capturing yours.

Alright, things are starting to get pretty interesting, I can't wait. :)

(Edited 2 times)

The borders and speed controls are a godsend. It would also be nice to be able to place walls and towers anywhere inside a territory rather than requiring them to be built right next to something. I'd also like to be able to build roads outside my territory, though that should probably be limited to tiles adjacent to extant structures as it currently is.

Also, I love the idea of enslaving enemy encampments. I think there should be an option to eventually annex them, but only pursuant to meeting some set of criteria first. Vassalage should also be possible, but we'll need to wait for diplomacy options for that to make much sense.

Looks good, I've played a little and like it so far. I have had some issues loading files though.

That's great, I can't wait to try it out.

Sounds good, thanks for the update.

I think the root of the problem is the hexagonal nature of the structure. Perhaps you could make the gatehouse a wall upgrade like in 0 ad, then you can require that it be placed on a straight section, which should make it easier to design visually.

Posted in My settlement
(Edited 2 times)

Great cities, I agree totally about the intercity dynamics and resource management. As far as your comments, he's working on it. Check out the devlogs and trello page to follow his progress and see what is planned. There should hopefully be a major update some time in the next month or so.


I'm anxious to try it out. The things you've shown us so far look great though.

That all sounds great man, keep it up!

That makes a lot of sense. You could even have things decay that you can't support, like a warband that does less damage for lack of metal or walls that are weaker or buildings that eventually collapse. Malnourished workers might process resources more slowly. You could get natural ruins that way, as well as potentially annexing holdings into an empire that cannot completely support it, forcing you to choose what to neglect. It might be useful in such a situation to have the option to deny resources strategically.

Anyway, I'm rambling now, but I like really like the idea or placing more focus on maintenance. I think that could scale very well and provide for many interesting decisions and circumstances. Thanks for letting us in the process here, can't wait to see where you take it.

Looks great, is that tin and bronze in the ui? :) There might be a need for structures that are built in between hexes, such as roads, irrigation canals, walls, etc.

I also think that copper and tin should be finite, to help drive a need for colonization and expansion. Limestone should also probably be finite, though I don't think it is as important. It would be interesting to have forests that regenerate slowly unless completely harvested, though that might not work well at the end of the day.  Copper ore (malachite) is a dull green color, I think that deposits should match that shade.

I'm excited to watch all your progress, can't wait to get my hands on the new sim.

I'm with this guy on this one. Microing my settlements is very important, as are aesthetics; to that end I think he's got the right idea here.

Sounds good to me, I can't wait to build on it.

Sounds awesome man, keep it up. :D

Sounds good to me, I can't wait to see what you've got in store for us.

What do you think the limits of the simulation will be at the end of the day? Can it be multi- threaded effectively? Thanks for taking the time to respond and engage with us.

I just wanted to add that I really want to see this project grow and develop over a long period of time, maybe something like prison architect in terms of open development. I've said it before, but this really is shaping up to be the game I have been looking for, and the loops are already so strong....

(Edited 1 time)

I feel like research and technology fits under interesting world in that it provides depth to the world and a progression in terms of production. It can also be a management challenge not just in terms of allocating human (and other) resources but also effectively retooling your industrial and distributive mechanisms to account for changes in productive goals. I have a vague idea of a very opaque but organic tech system that could also supply both mystery and surprise.

Boats can also be used for world building in that they could supply a safe means of interacting with distant entities. I doubt Sumer would've had many Harrapan trading posts if they had to walk the whole way through multiple foreign Nations each way. Think also of (admittedly iron age) Phoenician colonies as far flung as Senegal and Britain in search of trade goods.

That said, my biggest near term desire for this game is more economic depth, especially more supply chains so that my empire has more reason to expand and my cities can be more specialized. And tin. :P I'm not sure it makes sense until you've fleshed out the city and especially intercity mechanics a bit more, as you are.

In fact, I've been quite happy with your current pace and direction of development. I'm not convinced that feature creep is really an issue here as much as the core concept being fertile to the point of becoming a distraction in itself. I think your current focus should be on breadth instead of depth, and definitely not too much on balance until most core systems are in place. So maybe no no tin for a bit...

That's just, like, my opinion, though. I've actually been planning to make another detailed post of suggestions. Perhaps I'll start working on that.

edit: I accidentally a word.

Very nice, I look forward to seeing this progress.

That should be plenty big. I think this is the right choice, quality over quantity. What would also be cool would be a map editor. Keep up the good work. :)

Build more houses. Migrants arrive when homelessness is %0.

I really like the new screenshot feature. It does a great job, I particularly like the map it produces. Thought I'd show off my latest kingdom. Turn time is around 400-500ms. My cities are much smaller than they have been, since the efficiency changes.

This is Wated, the Land of Standing.

Grasshammerer Village. The first city and still a major exporter of copper and limestone. There is also a forest to the north for lumber.Sandfarmer Village. Trade center, imports limestone, copper, and lumber from the south, exports limestone and wood to the west, and imports copper from the west.

Wheathammerer Camp. Mountain fortress west of Sandfarmer Village. Exports copper.

If I place a road that is too long, workers only build the final stretch. So much better than before, though.