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Overall the mechanism and realism is great, once the bug fixing is done, working on function would make this already very good game a leader a must have of its genre. I'm not going to keep producing that surplus, so I have to adjust my market before the merchant ship arrive, then tone it down after the trade is done, otherwise tools or clothes I need will be gathered there and people will suddenly be naked miners with toothpicks. Exemple : I open a new zone to bulding, get a lot of one time extra material, and have a surplus of various good. Roughly, when supplying good you want to trade, an option to send a one time stock would be nice. Sheep and chicken would take the command, but no way to have new cattle herd for the longest time. Splitting herds : Cattle wouldn't split for around 25 years. Use I've found, is tag one to an herbalist in a leave alone forest, and otherwise just have them grow trees, deactivate the cutting and do a wipe every other years with the general populace. Their production seems very low if you leave them alone. Roughly, I use them to grow trees, then throw a mob at the forest in when fall approach. Maybe I'm not using them right, but forester so far seem largely unnefficient for the population cost. ![]() Easy to have a crapton at start, the logic would be you start relying on forester for supply after. Roughly, the bigger the town grow, the more you are busy with various task in various part of town. Things I noticed or that bothered me so far tough: I tought I'd let you know my first impressions, but so far great work. So saw the game on steam, and bought it on a whim since it looked like a very nicely done city building (especially solo). ![]()
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