Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
On the art/theming side of things, a day and night cycle would look really cool. The art style is already very charming, and having all of the building lit by torches and fires and magical effects at night would be downright cozy.
From a gameplay perspective, I appreciate the value of the different colors of coins. From a flavor perspective, though, it feels arbitrary having them. Maybe they could be themed around different parts of the economy, like farmers, laborers, craftspeople, and scholars/mages.
I agree, Rail Stop filters are superfluous if you use Barns or Silos as drop off points. But what if the user is piping directly into a production building? Of course, perhaps that should be part of the element of planning: not every building should be able to do everything. Use the correct tool for the job!
I think it would be MUCH more useful rail carts themselves had filters. It would make multi-cart single-track setups more viable, and stop carts from picking up a single item from the first stop they hit while the next stop over is completely jammed waiting for pickup.
instead of end game goal, which is kinda strange since town building is an ongoing effort, how about achievement or special building, like once you reach certain level, you can build mega factory or world wonder that need a lot of resources, and maybe have kind of an area of effect, maybe increase production speed
You can put a filter on a minecart - click on its inventory slot in top-right when selecting it. You can assign a filter there like you can with barns, silos.
Right now there isn't any threat of backwards progress, and there probably won't be for some time. I'm considering it as an optional feature in the future, but the core of this game isn't about survival or combat, but about planning, logical problem solving, and constant improvement.
(Mods could also change this, once I add better modding funtionality.)
1: Upgradable barns. More storage per slot (maybe more slots? Hmm... Maybe not...)
2: Control over what a building designates as Output (ie: if I have a kitchen making cooked fish and butter to make fish stew in the same kitchen, I don't want it outputting the butter and cooked fish)
So what if for each era you reach, you unlock an upgrade for each buildings. I mean, throughout the ages in real life, people have developed better machines and tools for whatever they're doing to help their efficiency. So once you've reached the next age, your workers have developed better machinery to help them be faster.