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You can play at double and tripple speed and you can pause the game to carefully consider your options.
If you play at the lowest difficulty, you could probably complete a level in less than 1 hour by playing at higher speeds.
If you play at a challenging difficulty, 3 hours for a level is pretty normal.
Playing fast at a non challenging level is not really what makes this game fun. There's better games for that, so i advise against buying the game with that intent.
The game is indeed designed to be a non-save-scum game. There are loopholes around it a bit, but unreliable. Better not count on that.
You have a tech tree with unlocks that help you beat higher difficulty levels and add new mechanics to the game. (i dont know too much about the roguelike definition, but i guess thats part of it) It takes probably 150-200 hours to unlock all of them. This tech tree only gets reset by making a new account or resetting your account entirely. Losing a game has no negative effects on this except that you spent time on this particular game for little or no rewards. (so like 3 hours if you play slow and careful)
Besides that you have a seals that you can close. These go in cycles that get longer and longer. There are 8 seals to unlock. The first can be done in 2 games, the last in about 12 games. Losing a game does not end your cycle. The cycle however has limited time (in game years), so losing multiple games can cause you to be short on time to close the seal.
The whole seals thing is just another layer on the game to give the player a sense of purpose and to encourage playing higher difficulty levels. but it could just as well be ignored. You don't really get any rewards for it, it doesnt really change your individual games, nor does it have an effect on the progress on that unlock tree. Nothing gets "reset" when a cycle ends and a new one starts except your position on the world map. Hence, failing a seal unlock does not need to be seen as a waste of time.
After you have spend some 200 hours in this environment and managed to beat the highest out of 24 difficulty levels, you get access to a new game mode that probably is more typical rogue-lite: Now you have a run of 10-15 games. (so think 40 hours ish) After each game, you buy upgrades. If you lose a game, the run ends and you start from scratch.
If you liked the demo give it a try. If you do not mind building many temporary Settlements, leaving them behind and then embarking again in a new Cycle, AtS may be what you are looking for.
It never design for people who cannot it.
So leave if you cannot adapt rogue like nature, which is the current top quality gaming trend
Wouldn't it then feel like every other survival builder just in a different setting? I think I would get bored after at least 10 hours on the same map, what would you even do there that long? At least to me the rougelike elements are the main reason why I have much more hours in AtS than in every other survival city builder, be it banished, farthest frontier, timberborn, dawn of men etc.
The first few levels of upgrades in the city make sense as they introduce new mechanics when giving all of them at once would overwhelm new players.
Most of the upgrades from then on can help you be more efficient but none of them are really required to forge your first seals, so if you do them one by one you are probably done with the upgrade tree when finishing the last seal?
The game is supposed to take time and thoughtful consideration. Not just something you rush through. If you're looking for something light that you can speed through, you're looking at the wrong game.
It is repetitive to a degree of course, every roguelite game is. At the same time though, the game progresses in depth the further into it you get and the harder up the difficulty levels you climb. Every settlement is different though because of the roguelite elements and procedurally generated maps.
1) The species' information is in the top left. You can expand it out to show what they want. There is an option in the settings to have it expanded by default (which is how I play). You can see what you can and cannot produce through the recipes menu (default keybind is U). You type in the material to search it. There is a button there which will let you switch between seeing which buildings produce it and which buildings use it as an ingredient. You can turn production on and off as well as select which materials are used from here.
2 & 3) There is a lot of micromanagement in this game. There are overlays that you can use (check keybinds, I changed some of mine) to see things like where workers are and resources at a glance. There is an encyclopedia page that mentions this, but I think the devs stupidly did not emphasize these overlays in the tutorial They also don't mention anywhere about how you can click them directly through their overlay icons and use the scroll wheel to change species.
An aside, one thing I dislike about this game is how workers can end up storing a ton of mats inside production buildings that very often end up getting not used and look like you don't have them because they're not in the warehouse. It takes a lot of micromanagement to go through production buildings to send materials that aren't going to be used back to the warehouse. I feel they should've streamlined this more and let the player decide how much of the materials they bring to the production buildings from the warehouse.
4) This game isn't about being easy and is fairly micromanagement heavy. I appreciate this and feel it contributes to the challenge in a mostly good way. It's pretty obvious when the game saves as everything pauses and gets dark. I think it saves often enough. Being able to choose your saves I think would be bad for this game. It would encourage save scumming and cheesing. A more iron man like mode is better IMO.
5) You learn overtime the production chains. I'm personally okay without too much handholding. I see learning what's needed for what as being part of becoming a competent viceroy.
6) 99% of the time I build just one of each building. Like I said earlier, the game develops some depth as you get further into it. Eventually rain engines are introduced and you use those to increase production speed when needed.
I think that's part of mastering the game, you eventually learn who needs what, and how they can be produced. Once you've played for a few days it becomes pretty simple to identify, for example, when you get a blueprint that can produce pies, whether you have the requisite grain/roots/mushrooms for flour on the map, and then if you see berry bushes or something, you know you're set. If the game gave you a convenient pop-up that somehow highlighted or summarized "You have Beavers, Lizards, and Foxes, so your best product to satisfy villager needs is currently: Pickled Goods, which will best be supplied by Waterskins (You currently have a Supplier building, and have abundant leather), and Vegetables (You have many Large Vegetable patches in two adjacent clearings) combined at the Cellar" it would essentially be playing the game for you.
Not that I'm saying automation is an invalid game design choice, it just seems this game was designed with the intent that internalizing recipes, understanding biomes, knowing villager needs, and chances of getting certain buildings, etc, is part of the mastery process. If the game detailed this info out in simple fashion, there isn't really much *else* to the game.
There is a hotkey to autofill a production building which can be toggled to add only one worker or fill completely. I don't know if it had any logic for adding "well suited" workers to the building before others or not, but there is some auto-assigning available. Same with Woodcutters - there's a button next to the hostility meter that, depending on whether you're holding Shift, Ctrl, and so on, will either remove one Woodcutter, all Woodcutters, or add them back.
Can't disagree on this one, it's far more efficient and, I think "best practice" in AtS, to manually enable and disable products when you need them, and not leave them open-ended, even with limits and priorities in place, as the risk of overproducing and burning resources suboptimally is too high.
Well, you can right click on the building's icon on the deed when in the selection window and it'll "Examine" the building, which opens up the building's page in the Encyclopedia, allowing you to view all the inputs for every recipe, their production times, etc. And you can always check villager needs by looking at their panel in the top left of the UI. I typically just leave those open all the time so I can get the info at a glance.
I'd say this is true, but it's also kind of what "the game" here is: Trying to calculate all of this yourself with limited resources and quick villager shuffling to manage current needs. The general rule, for me so far, is that you only ever build one of any production building. Very rarely do you need to build a second, the main question is just figuring out what level of staffing you want to give it at any moment, and rain engines are used if demand is high rather than build a second copy.
Repetative: high
Time consuming: high
Wish there was a retry functionallitiy, because I faild mostly because of bad luck!
Luck dependent: medium
Also, let us know what made you fail, a lot of people here are more than willing to share their knowledge.
If I would get me upgrades, the whole difficulty settings would mean nothing. I want to see, if I can complete the game asap without "cheating" myself ahead.
As far as I understood, breaking the seals is how you complete the game. So, what else is there to do? Just settling around without purpose does not make any sense to me.
I did not get good boons. I'm able to judge good and bad boons already and in this run I got mostly ♥♥♥♥♥♥ ones.
I also had trouble getting an advanced food chain and services, becaus the builds came in such an weird order and poorly matching my people's needs. So, my production was inefficient and I had to waste many resources to not lose all of my people and also replaces them. Usually I finish a map in year 6 or 7, but that map ended after year 10 (all the same difficulty). Didn't had so much bad luck again, yet.