Alpha2 breaking own design principles?

Hello everyone,

i think, that this is some point, many games didn’t get correctly.
In the begining it is real cool to get some tiny puppets to play around with. But when your kingdom is growing, micromanagement will take you to madness, or not.
It a bit some sort of gameplaystyle the player would like to have.

But why don’t offer both? Mad micromanagement and “automaticle-grinding-zombie-trappers”?
The game could offer this as a part of something like in an techtree or so.
in the moment the trapper tech 0 -> don’t has a place to stay
tech 1 -> the trapper get a tent, can do some more actions, but nothing automated
tech 2 -> trapper get a little woodhouse, more new options, from here you can call him an area where he will go farm by him/herself
tech 3 -> sort of nature school, bigger woodenhouse, trappers can learn new skills, for example that they are able to do stuff by themselfes

Just an idea, wich could work for every job and would let the player decide, how we wants to play his/her lategame.

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