I have played the game for 98 hours, the game is great, one thing that might be a good idea to added on later is player can change the direction of the building in a way that they want to, maybe not for everyone, but for me, i really like to put all building in a direction that i like, so i can make the town more beautiful. QWQ
Tab while you place the building will rotate it.
Tab only rotate 4 directions, need improve it, walls also move only 2 directions.
Ah, in that case the devs have said they tried it out early on but decided against it (various reasons cited but forgotten by me alas). Given that itâs a Unity-based game there might be the equivalent of a MoveIt out once the game goes into full release⌠or maybe not.
Medierra in a Steam thread:
"Some city builders aim much more for simulation and crafting realistic cities - our goal is to create a more engaging and strategically challenging gameplay experience.
We did try free placement at one point and it felt very finicky, placing a sort of burden on the player to invest more time in building placement simply because they could, which was not necessarily always that satisfying. Most importantly, without grids, we felt like the game was missing a tetris-like strategic component of city layout that was very appealing in some of the old classics of the genre.
We do have spline based roads though and the buildable terrain is not all flat, so even with buildings on a grid, towns do not typically end up being totally grid-like in appearance. Plus the models for many buildings is angled, so that they are not all aligned.
It is a gameplay preference, not a lack of attention to detail. Some will enjoy it, some wonât but thatâs how it always is with game dev.,"
Spain may have been a European aberration, but its cities are laid out in grids. In Spanish Florida, the town that is now Fernandina âjust growedâ under the influence of Anglo-Americans coming across the border with Georgia. But the Spanish government ordered that the local functionaries redesign the town so that it was laid out in a grid pattern consistent with Spanish practice. The heart of the old Spanish center of St. Augustine, Florida, is on a perceptible grid, with the government house at the head of the open plaza, and the Catholic church (now the Cathedral of the Diocese of Florida) on one side, and the streets running straight.
Planned street grids date 'way back: the Indus Valley Civilization (4500 - 2600 BCE) had cities with planned grids of streets.
Hippodamus of Miletus, sometimes called the âfather of European urban planningâ (498 - 408 BCE) planned cities with right-angled (grid) streets and central plazas, formalized the Agora as the Town Center in Greek cities. He planned such Greek urban centers as Piraeus for Pericles, Rhodes and Miletus, and his principles were followed in the later street design of Alexandria in Egypt, Antioch, and the rebuilt Halicarnassus.
The irregular design of many later European cities came about (according to my sister, the PhD in Population Geography) because the buildings came First, the streets later, so the streets had to be stuffed in around and between the structures. Later urban renewal - frequently after major disasters, like destructive wars and sieges - sometimes makes room for a few major thoroughfares (âboulevardâ originally meant a street laid out on the line of a torn-down City Wall), but the rest of many âmodernâ European cities is a ratâs nest of crooked streets between the main roads.
It would be useful to have the option without having to work around it all the time. The simplest implementation I can think of is tab for 90 degree turns, and shift-tab for 5 degree turns. Then the player, by default, doesnât have to fuss with 5 degree turns unless they want to.
Certain geological situations could warrant variant turnings. This would require a lot of rework in the game mechanics though as ground flattening and many other aspects of area selection all use a rectangular select tool. They might need to add a lasso tool as well as more flexible positioning of roads.
The biggest problem I see currently isnât about being able to turn them, but having different layouts for each building being forced upon you. One shelter might have the building in the top left corner running east to west lengthwise, and another might put it in the top right corner also running east to west. Turning this tile will allow you to place it back in the top left corner, but then it will be running north to south lengthwise. They are different tiles, and we are not given the option of cycling between available tiles yet for those of us who like to enforce certain building codes on our residences.
The width of a two-horse chariot was the standard for a roadâs lane-width and the distance between its wheels is still the standard of todayâs railroads.
This is one of those things that I learned half a century ago that I found out a quarter of a century ago isnât quite true. There was no âstandardâ size for a chariot, but there was a standard distance between the wheels of carts and wagons in Rome. Thatâs because Roman streets were sunk below the level of the people walks to either side (so the street would carry away all the trash and foul water) and raised blocks were spaced across the streets at intervals so people could cross without getting soaked to the knees in sewage. All the wagon wheels had to be spaced the same so they would fit between those blocks: in modern (American) terms, 4 feet, 8.5 inches, also the standard gauge for railroads in most of the world.
Parenthetically, Rome got most of her wagon, cart, and chariot âtechnologyâ from the Gauls: the Latin words associated with wagon or cart wheels, axles, harness all have Gaullic roots, and before they were conquered, the Gauls had an extensive network of well-made roads all over what is now modern France: most of the modern roads laid over Roman Road foundations are actually over older Gaullic originals that the Romans, in turn, used.
Gaul?
This was built when Gaul was still living in caves and crude thatch huts.
King Tutankhamenâs military chariot moved to new Egyptian museum
Actually, by 1323 BCE when that chariot was placed in Tutâs tomb, the Urnfeld and Tumulus Cultures were overlapping and producing âProto-Celtsâ which would become Gauls in about another 700 years or so - but they were already building stout log cabins and doing some pretty sophsticated bronze and copper metalworking.
More to the point, the spoked wheel chariot first appears in grave goods of the Sintashta Culture north of the Caspian Sea between 2100 and 1800 BCE, and within 200 years the technology had spread east to Shang China, south to the Maikop Culture in the Caucasus and from there to the Hittites, Hyksos, and Egypt, and west into Mycenean Greece and northwest into eastern Europe.
BUT it never appears to have made it to Italy and Rome until after they contacted (or, more accurately, were contacted by) the Gaullic Celts who had moved into the Po Valley in northern Italy just about the time that Rome became a Republic. Ironically, by the time the Romans got the chariot the Gauls except for their Celtic cousins in Britain had stopped using the chariot in warfare and so the Romans only used it as a ceremonial vehicle - not as an ordinary vehicle to get around the streets of Rome, in which it would have been rather impractical since wheeled vehicles were ordinarily banned from the city until after dark. Wagon deliveries and clogging the streets with vehicles was not allowed during the day except on special occasions, like Triumphs in which the Triumphee rode in a ceremonial chariot.
Sorry to drag on, but History of Technology is one of my favorite subjects!
And here I thought you were a Linguist?
The standard width of a chariot was equal to the width of the flanks of a two-horse team when hitched, excluding any flails mounted to its hubs.
Published Military Historian who learned languages to get at information buried in them.
The first chariots (found as grave goods, so may have been strictly ceremonial) had either 1 or 2 horse teams, later variations (âHeavy Chariotsâ) used by the Hittites and Chinese had 3 or even 4-horse teams and carried up to 3 men, but you are right in that the huge majority of war chariots were light 2-horse, 2-man vehicles with a driver and an archer. That was so much the standard in most of the Near East that when the Assyrians first formed mounted cavalry units in that area, the standard was one man on a horse with a bow and another man on another horse holding the reins of the first manâs horse and leading it - basically, a 2-man chariot team and crew without the chariot!
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