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I do semi agree that some things at 1st can be confusing. I have been thinking about releasing some short guides to help new ppl have an easier time.
I totally understand the frustration that can happen, I am kinda dealing with the hardships of making a proper Cloister as it seems more picky on the layout than EA
You have every right to make your own opinions and recommendations , But in my opinion your giving the game a thumbs down because you don't understand how to play it.
"Just learn how the game works" is a terrible justification for bad design. As I said in my post, my issues are around QoL, UX, and clarity. The bones of the game are good but they do a truly horrendous job of explaining their systems and communicating intent.
The massive amount of posts on here around food chains, wheat in particular, is a clear indicator that there are major problems. It does not matter if the systems are the best ever made if players can't understand how to effectively use them without just ♥♥♥♥♥♥♥ around until they figure it out.
The warning messages are often useless as well. "Insufficient housing" is the most generic, unhelpful warning. Is it because you need more residential area? Is it because a worker doesn't have housing close enough to their workplace? Is it because you need a higher tier house for a higher tier villager? It doesn't tell you so good luck figuring it out.
There are tons and tons of these issues (the cloister being another, as you mentioned). The fact that you can (and need to) build multiple sub-buildings on the same monument came as a total shock to me and a lot of people in another thread.
Again, I'm not saying the game is bad I'm saying it's not done. They built a bunch of systems. Now they need to implement a better UX and onboarding experience.