According to the Kickstarter introductory video, farming will involve some kind of minigame, and you guys have already prototyped this out. Care to elaborate a little more on how this will work, and if the minigame aspect will also apply to other activities as well, like crafting or herding?
Based on the very brief glimpse of the prototype, it seems like it’s a game that has the player optimize resources like water and fertility, utilize them with smart crop placement, and try to generate as much bonus product as possible. How does this work with what you explained about micromanagement?
From the FAQ:
For instance, for farming, you will decide where to place the farms
and what crops to plant, then design things like irrigation systems,
etc. Your farmers will hoe the fields, harvest the crops, and store
them all by themselves.
Is it mostly “set and forget”, or can the player choose to take a more involved approach to the minigame in order to improve yields? It would be nice to have the option, but then it might run into the problem of players feeling compelled to do so because no doing so would give them too much of a disadvantage. In that scenario, the choice loses much of its meaningfulness.
Any plans for crafting minigames, or will it be a straight up input->output type of deal?