Citadelum

Citadelum

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Markets, fests and possible bug
Hello! This is the first time I'm writing a review for a demo (I'm writing in my native language, but I hope ChatGPT can handle the translation). I really liked the game; it reminded me of Zeus and Poseidon, but I see that you've added new mechanics and changed old ones. Now we can walk and explore the global map! Cool, keep it up!

I have a few comments:

1. You definitely have a bug after hosting a religious festival. Workers who transport goods (market workers, warehouse, and granary employees) or those who need to go somewhere (engineers and firefighters) start getting stuck and slow down at each point where they stop. At the entrance to the required building, then inside the building (when picking up the goods), then at the entrance to the warehouse, and then inside the warehouse. Market workers stand at the market for a long time, then take a long time to unload goods in the houses. Because of this, residential houses start to degrade, homeless residents leave, there aren't enough workers, and everything collapses. The same happens with firefighters and engineers – they just start acting dumb somewhere, and any fire turns into a disaster.
I've had two game sessions so far, but this happened to me every time I hosted a festival in the temple.
Meanwhile, production buildings keep working. But their own warehouses constantly overflow because even 4 granary workers can't serve more than one farm. By the time they make a round, the warehouse overflows again (by the way, I always build according to the system: one warehouse = one product).
2. Explain the market mechanic. 8 workers have to manually restock each house every month with each category of product. The more residential houses around and the higher their level, the harder it is for the market to serve them. What's the idea here? To build two or three markets in the area, each specializing in 3-4 products?
3. And again about the festivals. Festivals stop production for half a day or a whole day. Because of this, residential houses don't get food from the market and can lose their level. This can again trigger a cascading degradation and destruction of the city. How is this supposed to work?
4. A small note – make the number of residents displayed above residential houses bigger and more noticeable, please. In the "classic" camera mode, they are almost invisible, and this is very important information for monitoring.

Overall, I can say the following – the game is great, and I'm really looking forward to the full release!

So far, I found it a bit strange (although, maybe I haven't had enough time to fully grasp it) that some things happen quite conditionally. For example, all warehouses are automatically connected to each other, meaning any goods delivered to one warehouse immediately become available at all other warehouses, production building warehouses, and markets. But from market goods can only reach the houses through the dudes with carts, who have to physically go to each house and deliver the goods there. And if they get stuck somewhere, everything falls apart. It seems like a bottleneck to me.
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Thank you very much for taking the time to write the review.

We will carefully explore what you say about point 1 to see if we find a bug with the artificial intelligence of the NPCs related to the festivals.

We will continue working on the mechanics of the stores and markets to improve their use and understanding. As it works now, with 8 workers, you should be able to satisfy any house within the radius as long as you have the resources available in the market.

Additionally, we also take notes on improving the visibility of the houses.

Thank you again for the feedback!
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Date Posted: Jun 14, 2024 @ 7:36pm
Posts: 1