Citadelum

Citadelum

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Go.Dude Jun 1, 2024 @ 7:17pm
11 Hours In
I played the demo for 11 hours so far - here's what I think!

- I'm a beauty builder in every strategy game I play, I build things to look as interesting, realistic, or beautiful as possible. I have such a strong preference for games that have a diverse number of models for buildings (like different looking houses). That being said, despite there only being one type of model for each building, I think it is very very very easy to build a beautiful and interesting city in this game. Everything feels very alive and interactable, and the art style is cohesive and immersive. I would love to see a few variations of models for housing if possible.

- I think the user interface is very user-friendly. I had a really easy time navigating the menus, it was very quick and easy for me to memorize where everything was. The icons are also really subtle, I didn't find them distracting, and they were cute! I would love to see the total demanded amount of goods if possible when looking at the inventory. For example, if the inventory says I have 0 wheat, I can hover over that number and it shows me how much of the good is being demanded (let's say 60 demand), so I know I'm in a deficit of 60 wheat.

- The people that walk around the city are some of my favorite NPC models of the year. I think their walks are very cute, their clothes are beautiful, and I love the diversity (the Roman Empire was really diverse!). I would love to be able to zoom in a little closer, see them interact with their homes more (maybe lay in bed, cook at the oven, sweep, etc.), and see them interact with each other (talking, laughing, kissing, hugging, waving, etc.). I really like their pathfinding, I have a fun time just watching them walk around the city. I'd love to see children and elderly as well!

- I think something that would be really nice to have as a player, is the ability to manage what each marketplace dispatches. For example: if I only want to level the homes in a certain neighborhood, maybe I can go to each of the marketplaces in the city and forbid them from dispensing the goods that would allow houses to evolve. I like having my city be the most developed in the center, and less developed in the suburbs, but I also like having neighborhoods that are richer than others, etc.

- I'd love to see modding and a steam workshop for his game! I would especially love to see a building editor that is built into the game, where I can build my own structures using the in-game assets, (or likewise download from the gallery), change the lot sizes (like building a monumental baths complex and making it 15x9 vs the 3x3 lot we have in game), and the requirements (maybe the building materials would be calculated in the building editor based on building size, materials, decor, etc.), and then be able to use those buildings in my game, or export them to the steam workshop. I like the system they use in Parkitect, because it's easy to build custom structures in that game, and I don't have to learn how to use other software to make custom lots

- I think an interesting aspect of Roman life was their relationship to death and the necropolis, every settlement had one regardless of its size. Having a necropolis lot in game could be good for meeting household requirements (a place to bury loved ones), and could also be good for our citizens' health (no bodies laying around). Maybe they'd have a caretaker or mourners as workers - maybe even an actual model of a processional. Maybe only the lower classes use the necropolis, and patricians use their family mausoleums. Romans had a very intimate relationship with death, and I think that would be an interesting addition to the game.

- Quick question! Will we be able to build multiple cities, or when we take over a region are we going to be using a menu on the map to manage what resources they produce? Or is there no mechanic? I can't remember if I've seen anything related to that in the videos I've seen or what I've read.

OVERALL: I did not expect to love this game as much as I'm loving it. I've played the demo over and over, and I'm going to continue playing the demo over and over. I found the game to be incredibly forgiving of mistakes, incredibly immersive, and overwhelmingly fun! I'm going to keep playing the demo, and I'm going to be checking on this game consistently until release! I've told my friends about this game, and I'm going to keep telling people about it. Thank you for all of your hard work, I'm enjoying it a lot!
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Showing 1-7 of 7 comments
ON BREAK Jun 1, 2024 @ 8:50pm 
YES SAME HERE . ZEUS THEN THIS IS REALLY AMAZING
Miguel García (Abylight Studios  [developer] Jun 3, 2024 @ 1:41am 
Thank you for the feedback. We are listening to the community and this post is priceless.

We will add some of your ideas this week in the mid-week update:
- The tooltip on the resources with all the consumption and generation information.
- The possibility of select the resources that you supplies with the markets.

There are other suggestions very interesting too, but they will take more time to come.

other things that you will see on this week's update are:
- New tooltip showing the people favor with all the indicators that show how are your citizens.
- People dying because of lack of food or health.
- Crime metric and crime events.
- If your crime is high you will see murders, robberies, and even riots of people that will organize to put your city in flames if you don't take care of them.
Last edited by Miguel García (Abylight Studios; Jun 3, 2024 @ 2:13am
Лёв Jun 3, 2024 @ 11:46am 
I played for about two hours and I really liked the game! It even turned out to be more interesting than I originally thought it would be!

Here is my list of things I would like to add/change:
- Add a button to the granaries to “disallow/allow everything” so you can customize them to what they can store

- Really missing some sort of button that displays the attractiveness of land across the map. Yes, right now you can select a residential building and see if the attractiveness is satisfied, but it would be nice to have an overall view of the attractiveness of the land

- When zooming the camera in to view city life, I find it a bit hard to highlight buildings. It would be nice if there was some sort of mode that didn't highlight buildings

- The notifications in the game are fairly inconspicuous. I don't know if it's just me, but I only pay attention to the fire notification in the city. If a scout is finishing exploring an area, I always don't notice the notification

- It would be great to add the ability to resize the interface as a percentage, instead of pre-prepared “pressettes”
Last edited by Лёв; Jun 3, 2024 @ 11:49am
AbylightFelix Jun 4, 2024 @ 4:33am 
Originally posted by Лёв:
I played for about two hours and I really liked the game! It even turned out to be more interesting than I originally thought it would be!

Here is my list of things I would like to add/change:
- Add a button to the granaries to “disallow/allow everything” so you can customize them to what they can store

- Really missing some sort of button that displays the attractiveness of land across the map. Yes, right now you can select a residential building and see if the attractiveness is satisfied, but it would be nice to have an overall view of the attractiveness of the land

- When zooming the camera in to view city life, I find it a bit hard to highlight buildings. It would be nice if there was some sort of mode that didn't highlight buildings

- The notifications in the game are fairly inconspicuous. I don't know if it's just me, but I only pay attention to the fire notification in the city. If a scout is finishing exploring an area, I always don't notice the notification

- It would be great to add the ability to resize the interface as a percentage, instead of pre-prepared “pressettes”

Thank you very much for the feedback you provided. It is very important for us to know our players' opinions. Several of the things you mentioned are already under consideration, and we are evaluating their inclusion in the game, such as adding views to have more control over the different game systems.
Also we have taken note of the rest of your comments.
ReoHays Jun 7, 2024 @ 2:01pm 
Being able to control the zoom level in any would be better than they way it is.
Aluvard Jun 8, 2024 @ 5:44pm 
Several things that need to be improved before final release:
  • Fires appears too quickly, freshly completed building may start burning second after its completion. I would suggest connecting it to "building state of maintenance".
  • When I tried to specialize my warehouses and changed allocation of specific resources (wood, stone etc.); after unticking those, all my stockpiles were instantly deleted instead of being marked as "need to be moved".
  • Building radius should be connected to amount of employed workers. For example: if you employ 4 out of 8 market workers, building should be able to generate half of its possible radius/influence. Also it would ease potential city planning.
Last edited by Aluvard; Jun 8, 2024 @ 6:13pm
ReoHays Jun 8, 2024 @ 6:16pm 
Dont agree with the radius thing. If you play deep into the 2nd scenario, you will see the Market needs the radius and you need to double up on the houses with Markets. Other wise you get a constant degrade to up grade. One Market cant keep up with too many houses. I have been playing with it and it seems you have to start the design with the water area and that is split into 4 markets and you put the houses as far out as you can and over lap them with the other markets. The center of the market area is for the utilities to grow the Market area. It is better to split the Class of houses. As far as the houses catching fire, I have a staffed engineer building before I get to too much building and before you leave the area, you plant a fire station. Fire has not been a problem for me this way. For me the challenge is getting a big town and keeping everything from the degrade/upgrade roller-coaster. You can produce all of what you need and have extra Silos and extra Markets and still have trouble maintaining everything. I have solved most issues with this and it is very forgiving. The biggest hardship is when the downgrade hits and you fix it, then you have to go through and manually put everyone back to their posts before a domino effect kicks in. I am looking forward to playing the next chapter in this game.
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