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Thanks. I noticed the possible associations do appear at times in the building tree but i did not understand what triggers these associations and there is no popup telling you you've discovered something afaik.
I also did not understand if you have bonuses if you build the association of the antiquity building + middle age building next to each other or if "evolving" a building when available is enough.
All I could see was "repair", with the icon that looked like "tear down building". But I CAN NOT tear it down, only "repair" the building for +2k wood etc... But maybe I should check ALL the buildings...
The question is, what do I do with the buildings I no longer want to keep since I can not remove them any longer...
It is all very confusing, but I see the devs are on top of it all.. :)
And yes, not all the building can evolve, only ones with the little arrow on the top left corner of their card in the building tree.
I know your trying to be helpful, but that's insufficient, I knew all of that already and I'm telling you that the combo's being hidden behind a question mark is a very bad feature, not only do I not know what benefit the upgrade gives I don't even know what else I'll have to unlock to get the upgrade.
There needs to be a lot more information provided to give the player the info needed to make meaningful decisions.
But we agree the UX and explanation about evolution of buildings is very bad atm, we will work on it for sure during EA.
I get it, there's a balance between providing a sense of discovery and accomplishment , and providing a feeling of agency. Because this is far more of a puzzle game, the agency of making meaningful decisions far out-ways exploration imo. If resources where larger and I was building multiple copies of every single building, then stumbling into what is effectively a random buff is fine.
But that's the point as the game is designed right now it feels random, maybe I'll get lucky and accidentally stumble into the combo, but there is no amount of planning ahead that's going to allow me to benefit from the combo.
The sense of randomness needs to be removed and the the sense of meaningful choice returned. Sure I suppose you could do that by massively increasing the tool tips with a bunch of clues, but then I'm trying to solve a riddle, that will be solved by going onto a wiki.
The easiest solution is to remove the question mark and provide more info a and clarity to the player.
We thought the game to be a "trial & error" city builder, like Frostpunk but not hardcore, allowing people to chill while playing it, and starting a new game once they finished one or if they are blocked/lost.
But despite the vast majority of people who like it that way, we are conscious other dislike it very much.
Btw I do actually enjoy my brief time with the game so far, and am looking forward to finishing off my first play through. And I'm very appreciative that the dev team has taken the time to engage with us players, please don't take this discussion as a player ranting and hating because its not intended in that way.
So here's my last couple of thoughts on this. If the game was built more like a rougelite with a meta progression system, I can see having some upgrades hidden behind unlocks that require multiple play throughs. Which BTW that would be kinda fun :)
Or if the game was short enough that each play through was 15-30 minutes long and the game was designed in a way that players are going to be trying dozens of different builds over 50+ replays again some mystery would be called for.
Or again if resources where so abundant that the players where going to be building multiple copies of every building, then the combos would be discovered naturally.
None of those are true, this is a longer puzzle game, not a replayable rougelite, I'd bet that most players are going to get at most 3 to 12 replays out of this as its built right now, 1 or 2 replays with each primary faction/ideology. With the content in the game right now without having any type of meta progress I can't see much replayability beyond that. On top of that resources are very constrained only 10%-50% of the total number of buildings is going to be built in each run. There just isn't enough population growth to allow for much more than that.
So with all of that there needs to be as much information as possible available to the player, because each desision is a large fraction of the limited resources available. If it where me I'd just remove the question marks entirely and make the info available. If you really feal its important to leave the info hidden and force some discovery then hide the unlock behind the faction points. Say once you've accumulated and or spent 50-100 construction points then the upgrade for the construction buildings is unlocked and made visible. That way its a reward for focusing on one faction. It removes the feeling of frustration and replaces it with a feeling of acheivment for being focused.
However I don't understand how the evolution is supposed to work with multiple options? I reached medieval era, saw that one of the ancient buildings has two different evolutions, so I built the cultural building I needed for the evolution I liked, but when I opened the ancient building, it was showing only the other evolution (disabled because I haven't built the medieval cultural building for that one)?
there are combos????
The combination to allow a culture building to evolve is you need the same culture type and rank from the different eras.
And of course to have actually built the building that can evolve in the previous era, as noted above, they all have an up arrow in their graphic in the building tree
Examples are;
Production, Ceramic Workshop + Glazed Pottery Workshop -> Stoneware Workshop
Commerce, Emporium + Portus (?) -> Salt Port
The upgraded buildings seem to be pretty powerful in different ways, e.g. can have much higher attractiveness or satisfaction benefits
It's actually hinted at in the text items for each combination, but it needs trawling through each description to find out which culture building evolves to what
The above idea was a hunch which I've tested in a long sandbox build, about 1000 cycles past the usual game limit. Eleven different buildings can currently be combined unless I've miscounted (Ancient plus Medieval eras)
Sandbox is much better for learning the game than the standard mode in my experience, due to the lack of time limit