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A topic by eyalonsky created Jul 23, 2018 Views: 609 Replies: 13
Viewing posts 1 to 7

How viziers work?

Developer (1 edit)

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.

TNX that was helpful

any estimated time for the next update?

Developer

Not yet. I just finished a major reorganization, and will be migrating logic from JavaScript to C# over the next few weeks. Once that's done I'll have a good view of how performance has improved.

ok np

Maybe now you do have an estimated release date?
Just asking

Developer

For the performance work, or a final release

(1 edit)

any
but u already release an update so tnx

How exactly do I embark units? Do I need a specific unit/ship type?

(+1)

1 you need to have a ship
2 move it to a water hex that have a 'land' hex next to it
3 click embark on the selected unit
4 click on the ship from step 2
5 once they on the ship you can unload units on any land hexs near water (any water even shallow (shallow water makes ships to move slowly))
6 congrats now you know how to move units by ships

I just figured out that I need trade boats for that. Thanks anyway,

(1 edit)

how to make my people happy? have restarted a few times but ultimately always end up with a rebellion

edit: nvm, i did not notice task masters reduced happiness

Feed ur peps well and try get alternative sources of happiness like lux merchants and meat