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Not every game has to be a war game. There's plenty of those out there already (like a new one or two daily).
It could just be an option on the map select screen to control danger level. Failing to have enough soldiers for your city size can cause you to lose citizens to ambushes, or lose resources. It doesn't have to be a full on RTS to incorporate military elements into the game.
I've been worrying for nothing then lol
Exactly! What consequences are there for not being loyal to the king? Currently nothing more than a negligible happiness hit to certain class of citizens.
I adore this game and would hate to see it go battle. There is social issues which is interesting in this game. Adding battle to this game would ruin it.
Which will get worse and they'll tweak all those events where you get more consequences. It's not that type of game, it's that simple. Nor would I want it to be.
Caesar 3 is a great game, one of my favorites.
Patron is its own game. The devs don't seem to want to focus on that type of challenge/goal/scenario objective, which is fine. Like others I appreciate having some games that let you focus on other things. It means there are games/options out there for more than one type of player/playstyle.
This isn't exactly a city builder though. Maybe I'm wrong but I think they call this one a 'survival game'? I mean what's the point of those watch towers?
If I'm playing Sim City or a pure builder like that I don't want battle. To me some kind of skirmishes would work well here otherwise it's basically a game of balance. That said I'm not that far into to really have experienced the social issues you're talking about. It's a cool game, but it's not as challenging as say Frost Punk or Banished thus far for me.
Population needs to have high loyalty, its a balance issue they will be addressing soon as with the other things such as happiness, education, they will start leaving once its low but the choices etc all need optimisation and balancing after the other changes and bugs have been ironed out.
Safety, which is a social need. If the safety falls below a certain threshold, people start to leave, so if you make decisions like inviting convicts to live in your town, you have to have watchtowers to provide security feelings or people will leave.