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The goal is to reach a certain amount of points which you can get through various means. There's orders which are quests. Successfully completing them will get you a point.
There's reputation points which you can get by meeting the needs of your villagers which you produce through buildings.
There's event points that you get by cutting through the trees to glade areas that will have events to deal with.
All of this stuff takes resources which you find on the map and need different buildings or resources to access. So it's all just resource management.
I disagree entirely on it being called a city builder - in my opinion it's a puzzle game masquerading as a city builder...
Is there a skill ceiling that rewards real depth and understanding of game mechanics? Or does a higher difficukty come from arbitrarily making things harder?
agree. best and most distinct parts of AtS are completely unrelated to city building
it's a survival puzzle roguelike with resource management and some city building elements
I've said almost this exact same thing before. The only difference is that I wouldn't say it is exactly masquerading as a city builder, it is merely a puzzle game that happens to have a city builder theme.
I see so many disappointed reviews from people who expected Sim City or Rimworld or something of that sort because Steam has plastered meaningless tags all over every product. For example, I like Deep Rock Galactic and now the frickin Steam algorithm thinks I like ALL games tagged "dwarf." Gimme a break lol.
The harder difficulty comes from taking away options that you had on easier difficulties, forcing you to find other ways. Now winning is not the hard part of the game. At takes about 200 hours of gameplay to reach the highest difficulty level, and anyone can win that consistently* without being a hardcore nerd who studies every intricate detail of the game.
The difference is that you can either accept winning in 6-7 years, or keep improving to end up winning constently in 4 years. Even after 1000 hours, i still felt i improved my game and learned new things. I assure you i play better (win faster on average) than i did when i had 500 hours in the game.
*although it must be noted that there are actually multiple controllable variables that control the difficulty level besides just "the difficulty level". And if you want, it surely is possible to make games that are really challenging to win. Few people seem to do that though. Most players like their near 100% winrates and avoids the true challenges.
You don't design or plan or have a goal, you fill one bar before the other bar diminishes. Experimentation and exploration are punished; you look at your starting blueprints and pick a potential win condition.
That's a bit of an unfair description, because it sounds rather damning even though this is a good game. It's just only a good game if assembling an engine to generate the necessary victory points from your starting materials as efficiently as possible sounds like fun to you.
It's a bit like saying Factorio would be a huge disappointment to anyone wanting to explore an alien planet and discover things. No, it's a production optimization puzzle. That doesn't make Factorio a bad game.
Very much like They Are Billions in that if you are pushing the difficulty level, you have a time-pressure to perform at a very optimal level (which is just a complex puzzle)
Just as with They Are Billions, you could just set it on the easiest difficulty and casual your way through hours and hours without any real threat of losing
You can enjoy the game in a variety of ways.