I am not sure if all of the ideas in #2 could be implemented or worth having, but the general idea you are proposing is great.
This is a really nice beginning and when combinned with the upcoming combat and the new UI, we can really see that this game is really coming together.
Is anyone having an issue watching the video, mine just circles and after a min or two, goes to the after video screen where you can select other videos
rightā¦ they do indeed want to avoid many of the micromanagement tasksā¦ the player is to be an āorchestratorā and based on their actions, the units will in turn carry out their own actions, and essentially āfend for themselvesā in some respectsā¦
iām not sure weāll be obligated to build a bed for a specific unit, or grow food and make sure a specific unit consumes it in order to boost his individual happinessā¦ its all an aggregateā¦ so, we just make sure we 1) build shelters, 2) grow food, 3) construct beds and 4) provide protectionā¦
the individual units will act on what is available to them (seeking beds, eating food, etc.), and in turn have a corresponding level of āhappinessāā¦
Fair enough - I pulled those out of thin air after all . Iām sure that the devs (not to mention half the people here ) could figure out useful metrics for food/shelter/whatever.
With all your fancy words, life will be hard for us translators.
I really like the update though, it helps to have a general figure of what the town is missing. And while I felt the relation between scripted events and town overview metrics was an awesome idea, at the same time I got a bad feeling about being able to predict said events. I donāt want the same scripted event with every new game as soon as I hit an eight in wealth for example. But as I have done all the way so far, I trust you guys to take care of this in the best possible way
Funny though, the game shall not be micro-managing, but at the same time I can micro-study every citizen and read their feelings throughout their existence
@Tom (@sdee) how about having the scoreboard and metrics linked to an in-game ānews boardā which has to be crafted and placed first? Once it is placed the player could either click on the board in-game to see the details or / and placing would activate the feature in the UI.
I am thinking about games where UI-features are just activated via actions, sometimes as some kind of a tutorial.
again, interesting ideaā¦ especially as the current means of accessing the scoreboard is via the tabard in the bottom menuā¦
i just prefer the (easy) accessibility from the menuā¦ this makes the information available from wherever you are on the map, as opposed to having to head back to your town, and then click on something āin gameāā¦