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It is a simple game in the same line of the old-style Sierra/Impressions city builders like Caesar 3 or Emperor: Rise of the Middle Kingdom, but just with the "basics" of that genre.
Here's few more suggestions for a possible Lethis 2:
Lethis 1 was a "simplistic" game that ended up not have enough meat to attract the niche market/community of city-building gamers. A future Lethis 2 needs to have more stuff in it to attract the attention of the community and even classic city building youtubers/streamers like Gamerzakh for example. The more attention it gets the more potential to be profitable.
Lethis is a bit simpler than the Impressions games - there are no gods, and no military (though the military wasn't exactly a strength of those games anyway). If Emperor was one of your favorites you should definitely pick up Lethis on a sale.
Here are some of my suggestions:
1. Instead of a mission list for the campaign, make it into a map where you unlock and select new cities. After you finish a mission, you should still be able to go back to the city you built (maybe have a "reset" button if you want to restart). This would make it more fun, when you don't feel like you "lose" the city when you finish the mission. This would also lend itself to branching paths.
2. Better indicators for problems that buildings may have. Some kind of hover info/icons maybe. I also think the "working animation" should only play when the building is actually producing, not just have sufficient workers as it is now.
3. Hotkeys for demolish, roads, roadblocks etc!
4. In the trading interface, you should be able to "export goods over 2000 units" and "import goods up to 2000 units", as an alternative to "import 2000 units per year". This would make it much easier to manage your balance of stocks.
5. Better economic balance. The price of goods should be higher, both for import and export. You should be able to make as much or more money from exports as from taxes. Right now you also earn way too much from taxes (this should probably change based on difficulty). You should not earn a net profit when you have low taxes and high salaries.
6. More impactful happiness system. Right now it doesn't have any effect until you get a riot at very high unhappiness.
7. Click on rubble to rebuild it (maybe a button in the info window).
8. Mark specific buildings as "low priority", putting them at the bottom of the worker priority. This would be very useful, because with farms only working during some parts of the year, you currently have to either have big unemployment during the winter, or have all your industry buildings getting disabled from lack of workers during the summer.
Farmers! I don't remember if there was a similiar system in any of the old Impressions Games, but the fact that they don't count as workers with a job outside of farming season is.. a bit of a nuisance, honestly. Especially in combination with the happiness system as it is.
On maps with lots of farming going on it leads to a huge, sudden spike in unhappiness every time the season ends and in worst case scenarios to riots. Takes a fair bit of double checking and micro managing to balance. Might be a personal preference, but it doesn't seem ideal to me.