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A second meta progression? Or perhaps a second in game research tree that can enhance buildings? "research" the ability for houses to hold 1 more pop? Or invest a tonne of brick/stone/wood in so that houses generate 1 heat/cold passively? Reduce feed required by animals or increased harvests for crops.
I'd like to investigate more later, let's see how the meta shifts with this!
IDK if you've seen games like kingdoms reborn, patron etc? Being able to upgrade buildings to make them better/ more efficient would probably be a good way to counteract pop bloat. Currently I feel like the easiest way to play is just have more population, having less just means I'm not playing efficiently.
The game already has buildings that are a lot more efficient, and bourgeoise too are more efficient than basic Pips, so I think it's only the case that it is easier to make more Pips than to upgrade which is blocking that space for many people
some changes that can be done are like fisher and hunters could be combined to be the same role, the butchers and cooks can be the same role, the herbalist and farmers can be the same role. things like that, its just right now there are so many different jobs out there and you pretty much need it all. and Im not even using all of them as I didn't even research any crop farming, or sheeps and their line.
I will see on subsequent games, if with more unlocks and knowlegde of the game i can make it with fewer pips
Also, just a random thought - if the idea is for players to have around 50 pips, then the capacity of houses are waaaay too big. I mean, townhall itself houses 30 pips. And you need quite a lot of houses to get bonuses for a lot of different buildings. So by the end I had capacity to have much more pips.
The memory is unlocked if you join the Experimental branch, but it *won't* affect the current game unless you started it with that version. It will show on the top-right the current value of Overpipulation.
I changed locally the fact that it unlocks when you load, so that it will unlock only when you reach 50 Pips in a *new* game (will be up later)
About houses, yes, I am aware, I am thinking and the best course of action would be to change some adjacency later on
Surely the dev should be promoting engagement?
When it takes 3 days and a tool to train a pip, it's much easier to just make a new one and train them up rather than swap jobs with people. There are too many jobs in the game for that. I'm almost surprised the big game hunter isn't a different kind of hunter to the normal hunter.
As the game progresses I'll stop using inefficient buildings and use more efficient ones, but when one random sickness can bring my entire game to a halt because 5 pops got sick, refuse to work and it happened to include my two medics, so I need to wait X days to heal them as I train up a newbie... I'd still rather just have an extra redundancy of the extra pip.
I like the idea of a soft cap, but in general, fewer pops = less potential and less engagement with the game in my opinion.
My thoughts about the changes are geared towards making the game more engaging, of course. All buildings have a use (apart from some balancing issues), and the differences become more important as the difficulty level increases. However, see the first post for the rationale, as having too many Pips leads to worse games, not better. You can still have the redundancy, but this will make it harder to just solve all problems by just throwing more Pips at them, which makes for blander games.
EDIT: To be clear, I'm not talking about having to play with 20 Pips, I'll find the correct number with testing in the experimental branch, it won't be too few
EDIT 2: Also do note that the whole game plays a lot with constraints, which is what makes runs different and interesting. This is the same reason that the map is constrained! You could have a very large map, but that would void a lot of the fun interactions.
EDIT 3: Just to be clear clear, I appreciate the input! I want to preserve the good feeling of having a big village, and allow that to be a viable tactic, just not the only tactic :)