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I do have a suggestion. Instead of not letting them recycle each other, how about making the recycling silos more expensive? It would prevent the above problem, while still adding in some strategy so you don't just throw silos everywhere. Another option would be that, every time a silo is recycled, it loses a percentage of the resources salvaged. You could even do both so the challenge would be more about being careful with how you place them, rather than forcing everything to be within a few tiles of water.
I don't even really understand *why* the cleanup phase has to exist, tbh. we can effortlessly place equipment down, why is removing that same equipment hard for some reason?
And if you've gotten to the recycling stage you know how to water them if you haven't done the optional rain part as well.
I also liked the recycling in the second part.
But had to slow down there. Because the thing between kept being recycled instead of at the end.
I think the important thing here is people enjoyed the relaxing feel of the demo, and this mechanic changed that for a lot of people. What's the point of a 'Easy' mode that's still no where near as relaxing as the demo. This should have been in the demo for feedback before just throwing it in the released version. Great for those who want the strategy aspect, not great for those who just wanna chill and make nice landscapes.
Edit, nvm, figured out i had to rebuild windmills. this recycling thing is a little tedious in relax mode
Because then the strategy point of the game is rendered pointless. Though I agree there should be a "Casual" mode for people that want to relax. Really the simple solution would just be:
Make Zenmode skip cleanup phase
This would resolve 99% of complaints of people wanting a casual mode, while also not impacting those that actually want some strategy.
Although I want to, I haven't tried the game myself yet (not sure if I am able to play it because my computer does not meet the minimum system requirements). But I like the idea of having to put a little more thought into the recycling stage, so my vote is to keep this mechanic at least as an option.
Then I adjusted, thought about it, and it's good design. It's going to get a negative reaction when you take away functionality like this, but that doesn't mean that negative reaction is a response to something bad that happened.
I felt the same way when I got to the monorails. At first it seemed overly tedious, but only because I was used to the cleanup being a clicker game that didn't require any thought. Again, once I pushed through having to learn a slightly new mechanic, it felt right.
Terra Nil is a pretty good balance between a puzzle game and a relaxing zen game, and this change was needed to strike that balance.
Great, much better than in the demo !
The excavators don't seem to do a ton of damage to their surroundings once the forests have grown.