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A member registered Jul 11, 2017

Recent community posts

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.

Replied to NickLunna in Bug Reports

You can also use the "move to" cursor to detect coastline beneath the fog of war.

Posted in Bug Reports

Pathing for trade carts gets pretty wonky. They'll follow the road one way and then take a detour across a mountain on the way back. I'll have them walk next to the road sometimes too, following it just not on it. It would be nice if trade carts (and other agents) had a stronger preference for roads, especially outside the city limits where it may be dangerous to wander.

You're not kidding, it's like night and day. The new trade model too, the old one is not missed. Setting up and modifying long supply lines is such a joy now that I don't have to babysit everything. I forgot a city in an old kingdom and it wound up with almost 7000 limestone....

There's no solution to that as yet, but it is in the pipeline for 1.5.

Thanks for being so transparent and responsive. This game is a really cool concept and fun to think about.

I really like the idea of certain structure providing administrative functions in general. Going back to what I said earlier about not selecting a city like you do currently, you could move most or all of the settlement info menu to the town hall. Surplus management is very important, but not until a certain point in a settlement's development. Or perhaps add a quartermaster for surplus management and have the town hall for planning functions like the top third of the settlement info window plus info necessary for expansion, etc. This could also provide ways for colonies to specialize further. The idea is that you grow into needing the services provided by these structures. We already have some of that with the way that the tradehouse works.

On the kingdom level, there could be another structure that provides even more advanced functions required for managing a kingdom, perhaps providing advanced interfaces used for balancing resources and populations across many settlements. Call it a palace and have it make the hosting city your capital, and maybe provide local bonuses as well. You could then take this further to the empire level, perhaps as some major long term upgrade or series of upgrades to your palace, with perhaps further regional administrative structures as well. They could also provide broader ui elements, such as markings on the world/region/empire/whatever map. Or maybe you don't start counting the year number until you build a palace and found a kingdom.

I went back through my cities and I think you've won me over, with a couple of caveats.

First, I think their is some ambiguity as to what exactly constitutes a region. I'm viewing Scalestander Port as straddling 3-4 of them, one forest and the rest plains. Wallstander Village lies across 4-5: a forest, barren plain, grassy plain, and one or two mountain, depending on where the boundary might fall. Grasschopper Port is was my first city and is just absurd. I'm currently leaning towards the idea that cities in the 1500-2000  range should be scarce. Your capital and maybe one other large trade and manufacturing center in a large kingdom, supporting by a network of 8-10 smaller settlements. I think most should be in the 150-500 range.

I'm with you on rivers and coasts forming great natural borders. I think a good system could have you settle a single region, consisting of an area about the size of Wallstander Village (ignoring the region boundaries on that map.) Selecting a site to settle would highlight the region claimed, making explicit any borders not already obvious from a coastline or biome change. You could then claim two adjacent regions fairly early on, with the others accessible later.