Bulwark Evolution: Falconeer Chronicles

Bulwark Evolution: Falconeer Chronicles

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bortas Apr 15, 2024 @ 9:26pm
How to increase Mancer population?
So I started a new game with the Mancers as starting faction, but I'm having problems increasing my mancer population. I currently have only one mancer citadel and assigned only mancer captains to my trade routes. I have not yet placed any freehouse stuff, but my freehouse population is already exceeding my mancer pop.

It's really annoying... I keep building foundations at towers close to my mancer citadel and keep getting more freehouse people but not a single additional mancer at this point.

Any ideas, how I can get more mancer folks?
Last edited by bortas; Apr 15, 2024 @ 9:56pm
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Showing 1-15 of 28 comments
Muppetpuppet  [developer] Apr 16, 2024 @ 12:25am 
Hmm I'll have a look mancer might be growing too slow. But in general the freehouse captains are also spreading their influence from the harbor. If you can get your resources from a mancer settlement via a trade harbour. Then you actually get a lot of manier influence and population.. then get some more manier ships to move resources and you can stop using the freehouse ones.

Mancer is the hardest faction in that sense. Cuz they have fewer settlments and are more top of the soultree heavy.
I am looking at the manner citadel and its not spawning a lot of houses for me.. sommight need to adjust something in there
bortas Apr 16, 2024 @ 12:44am 
Originally posted by Muppetpuppet:
Mancer is the hardest faction in that sense. Cuz they have fewer settlments and are more top of the soultree heavy.
I am looking at the manner citadel and its not spawning a lot of houses for me.. sommight need to adjust something in there

Thanks for your reply. Greatly appreciating how closely you are staying in contact with the player community.

This game is already a lot of fun and has the potential to become something exceptional with all the additional stuff in your roadmap.

Keep up the great work.
Muppetpuppet  [developer] Apr 16, 2024 @ 1:28am 
thanks! working hard on reaching that high mark .
bortas Apr 16, 2024 @ 9:59pm 
I want to add that I've finally managed to increase my Mancer population to >1000 and make them the dominant faction, so it's definetely doable.

It was pretty hard, which is not a bad thing of course. The most difficult or well, not really difficult but time consuming and also a bit frustrating part was finding mancer refugee settlements to get more mancer citadels, which seem to be extremely rare.

But all in all it's a really cool faction and getting them to a certain level is worth it. Also the mancer flagship looks really cool.
Muppetpuppet  [developer] Apr 17, 2024 @ 12:50am 
if have this monday uploaded a patch that changed the refugee system to spawn refugees more close to their logical homebases.

that way if you fly up to a mancer base the chance of finding mancer refugees is higher.

I do kinda like that the mancer are a bit harder to get going, they are lore wise the smallest faction.
Muppetpuppet  [developer] Apr 17, 2024 @ 3:16am 
I have added extra house spawns to the Mancer foundations, this will help, will be in the next big update
Wenchbane Apr 17, 2024 @ 3:59am 
Would you consider having faction leaning from scenario/sandbox settings prioritise those populations over Freehouse?
Muppetpuppet  [developer] Apr 17, 2024 @ 4:36am 
yeh that's not a bad idea..
I think it's easier to have more faction specific resource sources..
But perhaps..
nemO Apr 17, 2024 @ 11:33am 
Agree with initial OP.

Spawning as the default Mancer initial set up or moving to a slightly more advantageous position forces you to use the Harbour the vast majority of times.

If this is the reason why FreePort (FP) are so prodigous, it is way harder to maintain a neutral disposition to any other faction as the FP population rockets and near immeadietly places you in an extremely disadvantageous position with other factions.

The fact that you are forced to use harbours and then forced to use FP ships shouldn't have such an over-riding factor on other factions so immeadietly, considering they don't really give you any real advantages end game, or have Lords or Wonders.

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From a visual point of view re: construction, I personally am not getting the sense of 'oooooh'! that the FP gave me when I built their mega cities. The FP appeared to look very organic and building on cliff faces gave a gorgeous impression of trees sprouting from rock with large mushrooms (foundations) growing out of the cliffs. Very nice.

The Mancers give a very industrial look to their cities and some of the designs I have come up with and seen have bordered on a dark psychopathic dystopia, akin to a hive world out of WH40K. Interesting choice . . however not knowing any lore behind the game (I bought it solely based on the particular building mechanics that you have engineered), I can but imagine many dark rituals being performed 'neath the foundations of the rock upon which they have laid claim to.

[edit] which conversely and now I re-read it, is actually an ooooh moment, as long as you insert an evil cackle after . .

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btw . . why on earth do other Mancer citadels (Prospero's etc) exclaim that we are not Mancer and shun us. Do they not recognise their kin?

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We see what you did with Atun - we chuckled. I'm sure Mr Pratchett probably did too from the other side.

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and as a final word . . kudos on what you imagined and engineered regarding your city building mechanics. It truly is a new, refreshing and game changing dynamic. I'm sure you already know but this mechanic is going to be copied like crazy. It truly is that good.

:frosted:
Last edited by nemO; Apr 17, 2024 @ 11:37am
Muppetpuppet  [developer] Apr 17, 2024 @ 11:45am 
wel lore wise the free-house are the neutral civilian population, the Mancer and Imperial a sort of ruling class on top of that..

So I am imagining all the humble work is done by free house folk, and thus they are the majority of your starting retinue..

The mancer and the imperials are remnants, Lore wise just the left overs, so lots of splinter factions and nothing truly unified. Unified enough , enough to consider you upstarts..
Muppetpuppet  [developer] Apr 17, 2024 @ 11:47am 
Dunno if it will be copied,, the spawning animations perhaps.. but the building system, it's kinda chaotic and hard to get to work with a team. or even with a realistic render style.

cuz its messy af..

But I hope people can see the combination of mechanics and design approach in bulwark is original and a fantasy worth dipping into time to time.

And that it keeps selling and I can keep expanding it.. This isn't a run race sadly, but it's looking decent..

So all the support,messages here, on discord, positive reviews and streamings its all super mega appreciated on multiple levels
nemO Apr 17, 2024 @ 11:47am 
Originally posted by Muppetpuppet:
wel lore wise the free-house are the neutral civilian population, the Mancer and Imperial a sort of ruling class on top of that..

So I am imagining all the humble work is done by free house folk, and thus they are the majority of your starting retinue..

The mancer and the imperials are remnants, Lore wise just the left overs, so lots of splinter factions and nothing truly unified. Unified enough , enough to consider you upstarts..

Upstarts?!

Challenge accepted :)
Muppetpuppet  [developer] Apr 17, 2024 @ 11:48am 
yeh filthy mancer, go wipe em out..
nemO Apr 17, 2024 @ 11:57am 
Originally posted by Muppetpuppet:
Dunno if it will be copied,, the spawning animations perhaps.. but the building system, it's kinda chaotic and hard to get to work with a team. or even with a realistic render style.

cuz its messy af..

But I hope people can see the combination of mechanics and design approach in bulwark is original and a fantasy worth dipping into time to time.

And that it keeps selling and I can keep expanding it.. This isn't a run race sadly, but it's looking decent..

So all the support,messages here, on discord, positive reviews and streamings its all super mega appreciated on multiple levels

No . . one respectfully disagrees. It will be copied.

It is a truly original idea and the visual perception and imagining that every mega-city is different is very tangible. It was when I started seeing sky bridges change, depending on the level of the tower and / or the surrounding environment that really hammered the point home. I know nothing of the lore or (no offence, as I realise it is still early days in your imagining) the trading but your mechanics regarding the city construction was what hooked me immeadietly. The chaotic nature of it is what gives it worth. Kudos. Seriously.
Muppetpuppet  [developer] Apr 17, 2024 @ 12:07pm 
ooh people will want to copy it, but my point is that its harder to copy technically and practically. Kitbashing as a system isn't suitable for every art style for instance.
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