Laysara: Summit Kingdom

Laysara: Summit Kingdom

MΛRCUS HΞLIUS May 14, 2023 @ 12:27am
We need building rotation
Not being able to rotate buildings is a bit of an oversight for a city building game like this.
Also, where is the strategy? Or is this just a casual city building sandbox?
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Showing 1-8 of 8 comments
Jorosyn May 14, 2023 @ 1:44am 
The devlopers have explained that there will not be building rotation in the game (in the post in the announcement forum), so feel free to consider the constraints of different building shapes as part of the puzzle.

The demo only shows you the simplest buildings with only one input and only the simplest transport building. (And money and research is turned off, as well)

In the full game, you will need to produce goods that are a lot more complex (for example, baked goods requires honey from a beekeeper, tsampa from a mill (with barley from farms), eggs from the chicken farm and coal from a coal burner (with wood from a lumbermill, plus any warehouses and yaks required to get all these goods together) and thus take up a lot more space.

Your space and your resources are limited (for example, you only have so many copper veins and they have to be used for utensils and for all of the goods requiring utensils as an input), so you have to be efficient with how you divide your space between housing, yaks and industry and transport.

Your three different castes also value food, goods and spiritualtiy differently, so you want to choose the best combination of goods to level them up as there isn't enough space and resources on the mountain to give everyone everything.

Not to mention you need to take the avalanches into account, either avoiding areas that get hit the most (which reduces your space even more) or using walls, trees and other tools to lessen the impact so that your infrastructure does not fall apart.

There are a lot of variables and room for making strategic choices on how to best utilise your space, avalanche risk and people.
NED STARK May 15, 2023 @ 3:14am 
Originally posted by Jorosyn:
The devlopers have explained that there will not be building rotation in the game (in the post in the announcement forum), so feel free to consider the constraints of different building shapes as part of the puzzle.

The demo only shows you the simplest buildings with only one input and only the simplest transport building. (And money and research is turned off, as well)

In the full game, you will need to produce goods that are a lot more complex (for example, baked goods requires honey from a beekeeper, tsampa from a mill (with barley from farms), eggs from the chicken farm and coal from a coal burner (with wood from a lumbermill, plus any warehouses and yaks required to get all these goods together) and thus take up a lot more space.

Your space and your resources are limited (for example, you only have so many copper veins and they have to be used for utensils and for all of the goods requiring utensils as an input), so you have to be efficient with how you divide your space between housing, yaks and industry and transport.

Your three different castes also value food, goods and spiritualtiy differently, so you want to choose the best combination of goods to level them up as there isn't enough space and resources on the mountain to give everyone everything.

Not to mention you need to take the avalanches into account, either avoiding areas that get hit the most (which reduces your space even more) or using walls, trees and other tools to lessen the impact so that your infrastructure does not fall apart.

There are a lot of variables and room for making strategic choices on how to best utilise your space, avalanche risk and people.

These are all pretty common considerations in a city builder. I suppose this is more of a production and logistical management type game than a city builder where the focus is a bit more about the micromanagement of the city itself, it's economy, and services. I've played the demo twice and It's very "anno-like" in that the consideration for city planning just boils down to having certain buildings in a radius and just jamming them into grids. When I think of a game more about building a city, I think of one of the old Impressions city builders. Out of every modern game, I've yet to see anything that does it the same. Nevertheless, the art style, the music, and the atmosphere of this game really scratches an itch and I'm looking forward to it's release.
Last edited by NED STARK; May 15, 2023 @ 3:17am
WillKill4Soup May 15, 2023 @ 6:25pm 
Originally posted by Jorosyn:


In the full game, you will need to produce goods that are a lot more complex

Your space and your resources are limited

All the more important to utilise every square! rotating buildings could help
Nike's Own Apr 11, 2024 @ 4:42am 
And don't forget, the artisan that went to ask if the mandala could be rotated never came back.
bridgeofblues Apr 11, 2024 @ 5:15am 
Originally posted by NED STARK:
Originally posted by Jorosyn:
The devlopers have explained that there will not be building rotation in the game (in the post in the announcement forum), so feel free to consider the constraints of different building shapes as part of the puzzle.

The demo only shows you the simplest buildings with only one input and only the simplest transport building. (And money and research is turned off, as well)

In the full game, you will need to produce goods that are a lot more complex (for example, baked goods requires honey from a beekeeper, tsampa from a mill (with barley from farms), eggs from the chicken farm and coal from a coal burner (with wood from a lumbermill, plus any warehouses and yaks required to get all these goods together) and thus take up a lot more space.

Your space and your resources are limited (for example, you only have so many copper veins and they have to be used for utensils and for all of the goods requiring utensils as an input), so you have to be efficient with how you divide your space between housing, yaks and industry and transport.

Your three different castes also value food, goods and spiritualtiy differently, so you want to choose the best combination of goods to level them up as there isn't enough space and resources on the mountain to give everyone everything.

Not to mention you need to take the avalanches into account, either avoiding areas that get hit the most (which reduces your space even more) or using walls, trees and other tools to lessen the impact so that your infrastructure does not fall apart.

There are a lot of variables and room for making strategic choices on how to best utilise your space, avalanche risk and people.

These are all pretty common considerations in a city builder. I suppose this is more of a production and logistical management type game than a city builder where the focus is a bit more about the micromanagement of the city itself, it's economy, and services. I've played the demo twice and It's very "anno-like" in that the consideration for city planning just boils down to having certain buildings in a radius and just jamming them into grids. When I think of a game more about building a city, I think of one of the old Impressions city builders. Out of every modern game, I've yet to see anything that does it the same. Nevertheless, the art style, the music, and the atmosphere of this game really scratches an itch and I'm looking forward to it's release.

Brother is a city builder, but there are many kinds of city builders in the genre itself.
monkeypunch87 Apr 11, 2024 @ 5:23am 
Originally posted by MΛRCUS HΞLIUS:
Not being able to rotate buildings is a bit of an oversight for a city building game like this.

I don't see the reason that it is really needed for more fun in the game. It is just an art choice and it also kind of makes sense since you are building on a steep slope.
Buntkreuz Apr 12, 2024 @ 6:19am 
I agree on rotation but more in the way that it adds choice and creates mor organic cities.
It would allow for more placement options and fit stuff into gaps that wouldnt otherwise fit.
In total i would hope for a more organical look.
They did a good job at some buildings fusing together, maybe more of that in more directions, especially houses being vertically placed above each other.
Recken Apr 12, 2024 @ 2:21pm 
+1 to rotate, we had this feature like 25+ years ago
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