I’ll try to be short since I realise there’s a lot of people that caught on to this game and a lot of forum posts, so you can’t take all of them seriously.
As much as I could give a list of minor flaws and UX improvements I believe you are well aware of those, so I’d like to recommend something more significant.
As much as I’ve enjoyed my 20-ish hours into the game I don’t feel like there is much replayability. Simply increasing the amount of raiders or decreasing the amount of resources does not constitute as a new experience, as you simply follow the same steps with more efficiency.
I would advise adding new modes with specific starting points or regular events, as a last resort maybe even fantasy factors to a village’s existence.
I realise that this is a commitment for customers that had already exhausted their value having already bought the game, but it would be much appreciated.
People look for different things in a game for sure, I’m still enjoyig the game after 560 hours, precisely because of its ‘replayability’. It depends on what your goals are, mine that my town looks and feels organic and fits in its environment, as well as being able to grow. I enjoy the beauty and the character of the game, I enjoy the granularity and complexity of it as well as the simplicity and ease of use of the interface. It’s been years since I’ve enjoyed a settlement-builder as much as this one.
My biggest issue with myself is pursuing a town up to T4, I’ve managed a few, it’s not that it’s too difficult, but sometimes I have too low a threshold for starting over, partly because I love ‘exploring’ and I like the ‘possibilities’ of an early game, when your town could go any way, and before you box yourself in with decisions made, I like the imagination held in that… but some days I say “No, Persevere, get through another winter and things will look brighter”
The repeatability of this game is probably more than the 2 previous game I had to which I spent an average of 4000 hours each. This game is almost a combination of my 2 previous games (Dawn of Man & Kingdoms Reborn).
As the other poster said I also build a quite organic settlement that follows desirability mechanics. And I’m trying to test the highest limits my settlement can thrive, and I guess I have some ideas to really make it.
Right now my goal on my previous Vanquisher game is to see how ransom invaders can be defended and when I reached that point and succeed or fail then I have to reevaluate and go back to a previous save that I think I can readjust my strategy on the same map. And tbh I really don’t get bored and pretty much challenge to make a very stable and established settlement.
My ultimate goal is to really establish a settlement that I only need to use and trade my most renewable resources and not exhausting every single node of finite resources. Thus means that I will just trade something like pelts (and it’s byproducts), clothes, soap, candles, furniture, herbs, honey, cheese etc to sand, stones, gold ores, iron ores, clay, bricks, jars etc. And who could imagine how long my game is going to take.
The game right now for me is like a finished game except that 2 things can’t run the game automatically. If the compost yard and trading can be automated I can just leave the game running and do something else then when I come back my settlement is still fine and having steady rising income.
In Dawn of Man the game can’t automate because of trader and raids. Kingdoms reborn can automate because right now the enemy AI won’t attack and trading is automated.
Sounds like you’re thinking along the lines of Railroad Tycoon 3 scenarios… where you have X amount of years to reach certain goals? I don’t know if they plan on such a feature, but I agree it would enhance the way the game can be played. But this is Beta mode, and they are currently working on insuring the game play itself works.
You, yourself, could run different scenarios. I disagree that reducing or increasing resources does not constitute a “new” experience. This is, after all, a strategy game based largely on balancing resources to allow a community to succeed.
To change things up I use the Random map, sometimes small, sometimes medium, sometimes large. This requires me to face different challenges each time I play and gives me a chance to curse out the traders for NOT bringing me the resource I need for my villagers to thrive.
I was feeling the same way for a while too. The game just feels like it goes on and on. There are only 4 town hall levels and you can’t keep building after that. I wouldn’t mind being able to trade between cities on different maps, though this could be more resource intensive and challenging to develop if you can’t manage all those cities while you play on the same calendar.
With games like Star Craft, you build to meet a specific goal or challenge, then move on to another level often with new tech. This has nothing like that. The resources are not infinite so you know your civilization will eventually fall stagnant and buildings will crumble, though probably not before the next patch that requires you to start over again anyway.
I do think the days pass too quickly though. It can take two weeks to walk from the farm to the homes, and trade post workers will be unable to go fetch the supplies demanded by visiting traders as a result so you have to stock up early on anything you can produce in abundance. It would be more interesting I think if there were a day and night cycle to stretch the days out and make it seem more appropriate that people only work during certain hours and have to run home, kind of like The Guild 3.
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