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The walker system was a design choice, there's nothing to add here.
In my experience, the game isn't as frusturating as Caesar or Pharoah, I find my blocks tend to be pretty resilient to the random devolutions that happened in those games, as long as I don't overreach and make them too large. I'd compare it most closely to Zeus, where you could pretty easily make blocks that were immune to RNG.
There hasnt been a Impressions Games style city builder in over ten years, it's about time we finally got a new one. Oh, and no one is saying you should buy it, if you dont like it. :)
The problem is most of us who played the ol Sierra or rather (thanks Obiwan) Impression games already did that planning, a decade and more ago. So this puts this game imo in a really weird spot. It is definitely Impression city builder inspired stuff and if that was what you were craving for then that is great. But many of us city builder fans want new challenges, not just new settings.
The walker system is obviously a design choice here, and thus nothing we say can change it. The thing though is that the game (apparently) doesn't offer proper solutions to the problems that Zeus had related to the walker system, solutions that Emperor for example did have to some extend...
And I have all these sierra / Impression games on CD as a compilation ;) They still work. Hence my question: What puts this game apart from the ol Impression cb games?
Edit: Yes yes, Impression games made them, Sierra was the publisher, but they are known to more people as "Sierra city builders" ;P (Because the compilation box that came out where I lived was called "Sierra game compilation"
Ps.: If you want to read something really funny related to Emperor
"Despite the positive reviews many were critical of the lack of originality and reported little difference between Emperor: Rise of the Middle Kingdom and previous Impression games."
So yeah, now even more are critical of that ;P
I for one prefer the old-school mechanics to something like ANNO's incredibly oversimplified and dull system. No walkers or anything - Just magical teleporting goods.
Most of us, in this topic, that were annoyed by the walker system and hence on the fence buying this game ;P .. I generally do not talk about the whole of humanity.
am sorry for my muddy expression though ;) Yiu are correct... it is a bad expression.
This is why people look at me funny when I say that Sim Cities (5) is a better Anno game. I absolutely hated magical teleporting goods across ware depots in Anno, despite me being a huge Annoholic (just fair warning ,p). And it doesn't seem to change in 2205 either. Now goods apparently just incur higher "logistic cost" when they are far away. So at least they noticed that magical teleportation is a bit silly. ;) The argument by the devs against it (back in 2070) was that this would add too much micromanagement.... hah. But at least it would be something to do in the game, aside from fast forward until any ware starts to drop below "max" ;p
The problem with the walker mechanics is that it is not controllable by the player. Walkers chooses their paths randomly. If they choose the wrong way several times after each other, everything collapses. That has nothing to do with tactics or puzzling, it's just bad luck. And it happens often enough. The only valid strategy is building blocks of city districts with circular or linear roads, especially without road intersections.
eRe4s3r said it nicely: We already played enough "impression styled city builder games". What's wrong with developing the genre, adding new mechanics and replacing old mechanics that never worked really good with new ones? This does not decrease the complexity of a game, as long as you add other challenges to the player. And there are much more interesting challenges than just "avoiding road intersections and place as much buildings as possible into the circular road". Emperor for example was great, because it had a outstanding diplomatic system. You had to trade a lot with other cities, because you couldn't produce everything yourself; but there was also a military threat; you had to decide if you want to please everone by giving gifts or if you build up a strong military. Another great feature in Emperor was the feng shui, which adds another layer of complexity of "how to place your buildings". I also liked the historical setting, where you get new goods and new industries throughout the campaign (e.g. in the beginning you wrote on wooden boards, later you could produce paper ). After all I read about this game, it is a step backwards from what Emperor gives us.
But I don't started the thread to tell you that I don't want to buy this game. I see that it is too late to make a better game design. But you still can improve the current game mechanics: Give the player some possibility to control the walkers. You could add configurable road blocks, or even allow the player to change the walking routes of the walkers (although a more macro-management method would be nicer). You could make the walkers smarter, by letting the walker prefer roads which weren't visited frequently by another walker of the same kind. There are a lot of possibilities to improve the walker system which could be delivered as a patch.
If I wanted a different kind of game, I'd play one of them that are alread out there. Banished anyone? Simcity? Black & White? (Et cetera)
Anno? Complex? Please allow me to pick up all of these sides. ANNO is about as deep as a box of crackers. (And yes - That's another opinion)
I think adding both of those and maybe even a little twist to them would be great.
Combat was never "great" in the Impressions games - But it was acceptable. If I wanted an RTS, I'd go for Age of Empires, which was the opposite. An RTS with city building elements.
At no point I forbid other oppinions. I opened the thread because I don't like the walker system and because I still have the hope that the developers might add some mechanics that improve this system.
There are not many city builder games out there. That's the reason why I was really interested in this game; and really dissapointed that its game mechanics are 20 years old.
From the games you mentioned, only Banished is nice, but does not have an interesting end-game. It becomes boring as soon as you established a big settlement. And I think I already said this several times: I liked the old Impression games, but nevertheless I would like to see a new game that improves the old game mechanics instead of just copying them.
I'm definetely a more peaceful city builder. However, the combat in Emperor was great, because it was challenging to build up a strong army while building up your economy. And you didn't have to use the army in the end (if you don't want wars), nevertheless, you need it because otherwise the computer would attack you like hungry wolves.