It remains to be seen how the upcoming logic programming will change this. The technical blocks, such as the logic blocks, and even the conveyor belts, stand out a little from the environment, but so far not excessively. ![]() There is a music for the background, but like often, I’ve mainly played the game muted. ![]() This actually reminds the way children play with little toys, when they present them as walking in play. The characters consist of a head on top of a bigger round shape, and amusingly – aknowledging the lack of legs in the design – they move by bouncing rather than sliding or “walking”. The wooden structures give a fantasy/medieval feeling with close-to-nature steam technology augmented by magic. The game has similar appearance to game such as Transport Tycoon, Minecraft and X-Com, with pixely 3D-graphics. For wider fantasy, these requirements could be accompanied by some narrative for why the game world requires the specific set of production to achieve the goal. The story is refined by smaller goals, where new levels of the technology tree are opened through production of yet another set of resources. For example, produce a certain type of magical potion required by the game world outside the map. ![]() The main story for each campaign is only provided through what the final production requirement is. For example, placing a Magic Forge and Mage Tower on a hill, with a Forester building by the woods below, one gets to think about the fairytales of the kind of Little Red Riding Hood and Snow White, with the town citizen carrying the wood through the forest from the Forestry to the Magic Forge. Yet, it is always fascinating to encounter a new type of facility and imagine how the life there is for the citizens. Like with the other similar games, there may be an explanation for why the player is building this town, but it rarely is a significant point. There are trading posts close to the edge of the map, where resources can be traded for other resources. The game has put effort in addressing the issue of how to click on objects behind other objects, but with tightly packed rows, lines and layers of conveyor belts, it is often difficult to find and get to adjust a control in the middle of the structure.Īs I am currently facing the problems of congestion in the game (a bit similar to my complaints on Transport Tycoon earlier), I am keen on seeing how much I can help this with more precise flow control using the logic blocks – once I figure out how they really work.īeyond the restricted game map (in the fashion of Transport Tycoon, Simcity and Cities: Skylines) there is suggestions of the world beyond it. The terrain cannot be dug or raised, but one can build the scaffoldings. One of the best things is the scaffolds one can build to even construct buildings on top of each other! More importantly, however, one builds bridges over roads, tracks and conveyor belts with these. There are also mine carts and trains with rails that one has to build, as well as conveyor belts. Placing citizens to work in the buildings, or carry things between them, either by hand or by a vehicle. The best guidance is gained through browsing the wiki, searching Youtube and joining the game server on Discord.īut the game as such is fun to play. There is also, of course, no proper player’s manual, and the wiki for the game is very thin. Like most other things on this early access based game that still continues with the same paradigm now after changing the main version number from 0 to 1, the menu structure and ideology takes some familiarising before one really finds the things one is looking for – the old players are familiar with the history of how the game has developed and hence have no problem in understanding the menu structure and finding their way there. Producing books from cotton, wood and leather and “selling” them to the school building, technology points are produced to advance in the technology tree. The player has to set the citizens to gather the resources and with them the player can construct (or rather purchase) new facilities, including mines, refineries, housing for increased population and stores to sell the products to the citizens to keep them happy. The combined tutorial and campaign mode (at least) also provides goals to achieve with the provided technology research tree and a small initial town. I do not like leaving hundreds of passengers unserved on stations.įactory Town ( ) provides the player with a map with scattered around resources. After Railroad Tycoon I have enjoyed hours of playing Transport Tycoon, where I am currently having difficulties on how the passenger production of buildings grows much faster than the game facilitates for transportation capacity. My earliest crush on this field (after the physical Lego bricks) was Simcity and essentially also Civilization (the first one of the series).
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