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So it's a toss-up between having a game that seems to lead to a conclusion, which is finishing the campaign, or a sandbox-style game where you can repeat only what you want, and stop playing when you want, which invariably will relate to the amount of time that you think you needed to understand the logistics of the game. For some, that is growing and maintaining a population of 100, and for others, it is 1000.
This would make it have a more dynamic campaign because you would be essentially hand building from the ground up colonies that in conjunction with one another would turn into a nation or multiple nations. Something like this would keep the game completely open ended and would keep the game more about colony survival instead of turing it into a city building strat.
Instead of armed forces you would have business owners,laborers,black market dealers,merchants,pirates,religious/faction leaders/followers,predatory animals,sickness,weather related disasters,etc as the opposing forces. Which would cause disputes over territory,resource shortage,money shortage,etc.It would would keep a non military strategy to Banished while keeping to its Colony survival vs. the elements core.
Obviously war and bloodshed are a part of survival,but Banished does not incoporate that aspect instead focuses on the land,weather, and well being as your major opponents. Even to that end, a more simple system of conflict having to deal with supply runs and outskirt areas being ambushed could be added where a colony/town would need to raise/hire guards/escorts along trade routes or to accompany caravans containing needed cargo. This I think would tie over enough people who want some sort of conflicts without armies being needed.
I don't accept this games resorce management system as a resorce management system, it's a half finished system that was "phoned in".
Unfortunatly they don't. Once your town starts getting big they will often walk past the nearest barn and sometimes even take it to the furthest possible barn / market / stockpile away from them.
People will keep taking coal as fuel, as your town gets bigger that becomes a majoy pain in the ****, I'm on around 350 / 90 / 90 and 8 foresters huts, 10 woodcutters, 3 mines working at 100% with 10 laberours and 3 blacksmiths nearby and they will be lucky to see 25 of ever 200 coal mined. Mainly because they take the coal right past the barns / blacksmiths so they can be put in a stockpile (sometimes) and when they don't they go right to the market and get taken as fuel.
It happens with nearly everything, but it's totally random, it might happen it might not. Why not have a system like in Caesar 3? A list of all items in every storage building with a box that can be checked / unchecked to say accepting / not accepting. Or set the limits for items in each storage building like we can resorce limits.
But for the moment it's just a melee of resorces everywhere, even where they are not needed / wanted.
I like General Chaos' idea. It sounds pretty good.
Well, the Caesar games were essentially city builders; the military stuff was actually quite weak. Age of Empires was actually a much better choice if you wanted something with a strong military component.
Caesar 3 actually had two tracks: One where you had a lot of military conflict, and a more peaceful one with very little conflict.
I would like to see a mill ffor flour (since we have wheat) and a baker.