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John Lee
Mar 2, 2013

A time traveling adventure everyone can enjoy

Anime Store Adventure posted:

I know what you mean, but I can’t help but rib on you a little bit for “I want a game where I bring a city from Hunter gatherer to the modern era but no fighting pls” given the history we have as a civilization.

That's how I usually used to play Civilization, before the last two games ramped up enemy aggression as you got closer to a victory condition.

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Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



NoNotTheMindProbe posted:

The whole house upgrading mechanic makes me feel like I'm playing Anno 1800 except there aren't 100 different resources so it ends up feeling a bit shallow.

Speaking of Anno 1800...the crazy New World zeppelin DLC drops on September 20th which adds EVEN MORE resources (mainly aluminum and helium!)

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl

John Lee posted:

That's how I usually used to play Civilization, before the last two games ramped up enemy aggression as you got closer to a victory condition.

Speaking of, whats the latest hotness in Civ games and is it any good?

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Anime Store Adventure posted:

I know what you mean, but I can’t help but rib on you a little bit for “I want a game where I bring a city from Hunter gatherer to the modern era but no fighting pls” given the history we have as a civilization.

Oh that's fair. I just want there to be an option to turn it off or at least reduce it. As i said, Dawn of Man gets silly in how often you get raided in the late game, its like you're on the North Sea coast of England during the Viking Era or something.

Going Medieval does it pretty decently, you get ample warning that a raid is coming so it doesn't happen suddenly and you can adjust what you're doing to ready yourself.


Nuclear War posted:

Speaking of, whats the latest hotness in Civ games and is it any good?

I guess there's Humankind and Old World. I didn't really like Humankind, its got some neat stuff going on, but the whole changing nation every era and the fact the final era goes so quickly turned me off it. I'm glad I played it on Gamepass because i would have been upset if i paid full price for it.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
humankind is neat and positions itself as a rival to civ but really its just as good/bad, but in a different way. it has that same amplitude presentation of being pretty slick artistically but jank under the hood and with insane number creep by the end of the game. its worth a try though if you really want a civ-like that isn't civ

old world is quite different mechanically and has a great reputation but i haven't tried it personally

Noir89
Oct 9, 2012

I made a dumdum :(
Was reading ACOUPs latest collection and when going through part two, foraging, I thought it would be cool to have a banished-like incorporate a friendly army camping nearby, where the crisis suddenly having to feed and possibly house a bunch of soldies bumming around(Skip the uuh, darker parts of it) and maybe have a risk of a few villagers leaving with the army when they leave. Seems like a neat and lorefriendly alternative to raiders!

Trivia
Feb 8, 2006

I'm an obtuse man,
so I'll try to be oblique.
Old World is great and made by Soren Johnson, the guy who made Civ IV.

That said, there's a lot of fighting in that game.

skeleton warrior
Nov 12, 2016


Farthest Frontiers just announced its roadmap of things it wants to improve/fix in future editions, and there's a fair bit that addresses the points and issues brought up in this thread.

https://forums.crateentertainment.com/t/the-state-of-early-access-update-01/117311

Specifically:
* Making the trading interface better, and ways to ask for specific resources
* Making trees regrow faster so that a 2-person work camp doesn't need to be micromanaged, but also
* Setting up quarries and foresters for endless supplies
* New decorations
* Lots of bug fixes

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Against the Storm got a new update which changed the hearth mechanics and I think overall increased the difficulty.

Eiba
Jul 26, 2007


skeleton warrior posted:

* Making the trading interface better, and ways to ask for specific resources
Nice. I'll probably jump on the game when they add that. Everything else people said about the game sounded awesome, but I knew I'd be frustrated by random traders that you also depend on. Glad to see they're addressing that right away.

Anime Store Adventure
May 6, 2009


skeleton warrior posted:

Farthest Frontiers just announced its roadmap of things it wants to improve/fix in future editions, and there's a fair bit that addresses the points and issues brought up in this thread.

https://forums.crateentertainment.com/t/the-state-of-early-access-update-01/117311

Specifically:
* Making the trading interface better, and ways to ask for specific resources
* Making trees regrow faster so that a 2-person work camp doesn't need to be micromanaged, but also
* Setting up quarries and foresters for endless supplies
* New decorations
* Lots of bug fixes

Honestly this gives me hope. These all seem like pretty easy slam dunks, and if they can get those quickly it’ll improve what they have well.

My only worry is that they see that list as a “yup, this is all the game needs, just some QOL and balance!” Again it’s good, but it’s not really delivering any new unique fun. I think with even just a brief focus they could really rock out some good creative/aesthetic features that would add a lot of longevity. Let me build “highways” for traders and little towers and outposts to alert for raids. Give me some kind of more in depth trading where I can become rich, and let that be useful to my people in some way. Let me terraform or build an elaborate moated castle town. Something!

I compare it to say, Timberborn: both are colony sims and while there’s a lot of differences, Timberborn has a unique angle where even once I’m sustained and “can’t lose,” I can really make my town elegant, expand to new towns or cities, perfect some chains, do major terraforming projects to move water where I most want it… There’s a lot of fun ideas to fight toward and they all require you still do the work to maintain the background colony with all the little issues than can crop up during your mega projects.

Final Frontier right now doesn’t really have that. It might have 3x the number of “aesthetic” buildings as a Timberborn, but they’re not super interesting, your citizens don’t interact with them and they’re ultimately just another piece in the urban land use puzzle. I’m offended by their curved roads but not curved walls, especially since it’s just a visual cheat over a grid-based arc. They give you the weakest, weirdest “flatten terrain” tool that doesn’t really make sense and then also make it hard to do anything cool with anything but the most gentle slopes.

It just feels weird. It’s definitely trying to be this mechanically tight loop akin to Banished but then it’s not giving me anything new, so once I’ve finished their perfect little loop in the way they want me to I struggle to want to then go off and try to get creative.

This is maybe a TLDR version of my last post and admittedly I hate to rag on a game I do actually like a lot, I’m just so worried it’s going to fall into the same category of a lot of city/colony builders of “beat it once and it’s a solved problem not to be revisited.”

Upsidads
Jan 11, 2007
Now and then we had a hope that if we lived and were good, God would permit us to be pirates


Auto add labor time to autoflatten any unusable slopes please

KirbyKhan
Mar 20, 2009



Soiled Meat

NoNotTheMindProbe posted:

Against the Storm got a new update which changed the hearth mechanics and I think overall increased the difficulty.

I don't really like it. I appreciated that there were like three or four different victory paths in any given map. Orders for boring people, Resolve via services and food, tools for caches, and just burning what ya got. I'm don't feel like I'm go heavy deep into oil burning for the production bonus and I'm definitely never remembering the Sea Marrow glade exploration bonus. Now you can't burn2win

The switch for wood and coal affecting hostility is cool. I like where the breakpoints are on that.

I'm inching closer to the to of the upgrade tree.

Arcturas
Mar 30, 2011

KirbyKhan posted:

I don't really like it. I appreciated that there were like three or four different victory paths in any given map. Orders for boring people, Resolve via services and food, tools for caches, and just burning what ya got. I'm don't feel like I'm go heavy deep into oil burning for the production bonus and I'm definitely never remembering the Sea Marrow glade exploration bonus. Now you can't burn2win

The switch for wood and coal affecting hostility is cool. I like where the breakpoints are on that.

I'm inching closer to the to of the upgrade tree.

I haven't played Against the Storm in a few months (one game after they added the new district thing for hearths), but I honestly had no idea there was a burn-to-win strategy. I'd pretty much exclusively done orders, resolve, or tools.

ultrachrist
Sep 27, 2008
As I continue to play the console version of Autonauts, some other big changes I noticed (not sure if these were added to PC version):

- Research is gated differently. I can't remember how it was in the original PC version, maybe just a question of having the upgrade mats to upgrade the science machine? In console, you have a set list of tasks per upgrade tier that you MUST do. Like for T5, I need to store X amount of metal ore even if I'm not using it much yet. In t4, I needed to have toga production set up... I couldn't skip by it by putting my own outfits on my villagers. Until you complete all tasks, you don't even have the option of upgrading the science machine.

- Food production is vastly simplified. There's just one food upgrade path based on berry products. No need to ever farm pumpkins, carrots don't exist, etc.

- I think clothing production is simplified too... purely off a single bullrush path, but I can't remember how varied it was in the original.

- Since there's a bot limit, I've been making more complex tasks on many of my Mk3 bots. I had this break on me on PC, but no bots have got stuck on PS5 which is nice.

Blowjob Overtime
Apr 6, 2008

Steeeeriiiiiiiiike twooooooo!

Pulsarcat posted:

With that said I loved TPH, but I enjoy Campus more, just the overall fell of having the same people in your school for multiple years gives it more personality than in TPH where you were constantly funneling them through the same handful of rooms.

+1 for this part of your review as it 100% matches with what my wife said. She has 300 hours into TPH, and about 15 into TPC.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



I tried 2PC the other day and was all "bleh..." after doing the tutorial level which explained a lot of stuff I understood and didn't explain other stuff...

Then I went back today and got sucked in for several hours. It really is a more fun 2PH. Same excellent writing (though without the "hahaha, doctors have nothing but contempt for their patients" jokes), but it's much more chill. Instead of a fluctuating but slowly increasing stream of patients you know about how many students you'll have: 10x students for every year of a degree you teach. Instead of getting patients in and out to bill them as fast as possible you focus on making sure they're happy, healthy, cleaned (get in the shower you filthy sods!)...and then bill them as hard as possible!

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
https://store.steampowered.com/app/1180130/The_Final_Earth_2/

You may remember this game as an older Flash game. The thing's been ported to Steam(after years), with newer scenarios, a little more customisation and Steam Workshop modding support. It was worth money even beforehand. Though I'm kinda not quite sure if mentioning this belongs here or in Incremental.

See how you feel about it.

Bloodly fucked around with this message at 15:37 on Aug 21, 2022

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?

Bloodly posted:

https://store.steampowered.com/app/1180130/The_Final_Earth_2/

You may remember this game as an older Flash game. The thing's been ported to Steam(after years), with newer scenarios, a little more customisation. It was worth money even beforehand. Though I'm kinda not quite sure if mentioning this belongs here or in Incremental.

See how you feel about it.

Ooo this is cute, thanks for the heads up. I don't think I played this back in the day.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Bloodly posted:

https://store.steampowered.com/app/1180130/The_Final_Earth_2/

You may remember this game as an older Flash game. The thing's been ported to Steam(after years), with newer scenarios, a little more customisation and Steam Workshop modding support. It was worth money even beforehand. Though I'm kinda not quite sure if mentioning this belongs here or in Incremental.

See how you feel about it.

It's been out on Android for a while

https://play.google.com/store/apps/details?id=com.FlorianVanStrien.TheFinalEarth2

cgfreak
Jan 2, 2013

Anime Store Adventure posted:

Honestly this gives me hope. These all seem like pretty easy slam dunks, and if they can get those quickly it’ll improve what they have well.

My only worry is that they see that list as a “yup, this is all the game needs, just some QOL and balance!” Again it’s good, but it’s not really delivering any new unique fun. I think with even just a brief focus they could really rock out some good creative/aesthetic features that would add a lot of longevity. Let me build “highways” for traders and little towers and outposts to alert for raids. Give me some kind of more in depth trading where I can become rich, and let that be useful to my people in some way. Let me terraform or build an elaborate moated castle town. Something!

I compare it to say, Timberborn: both are colony sims and while there’s a lot of differences, Timberborn has a unique angle where even once I’m sustained and “can’t lose,” I can really make my town elegant, expand to new towns or cities, perfect some chains, do major terraforming projects to move water where I most want it… There’s a lot of fun ideas to fight toward and they all require you still do the work to maintain the background colony with all the little issues than can crop up during your mega projects.

Final Frontier right now doesn’t really have that. It might have 3x the number of “aesthetic” buildings as a Timberborn, but they’re not super interesting, your citizens don’t interact with them and they’re ultimately just another piece in the urban land use puzzle. I’m offended by their curved roads but not curved walls, especially since it’s just a visual cheat over a grid-based arc. They give you the weakest, weirdest “flatten terrain” tool that doesn’t really make sense and then also make it hard to do anything cool with anything but the most gentle slopes.

It just feels weird. It’s definitely trying to be this mechanically tight loop akin to Banished but then it’s not giving me anything new, so once I’ve finished their perfect little loop in the way they want me to I struggle to want to then go off and try to get creative.

This is maybe a TLDR version of my last post and admittedly I hate to rag on a game I do actually like a lot, I’m just so worried it’s going to fall into the same category of a lot of city/colony builders of “beat it once and it’s a solved problem not to be revisited.”

Farthest Frontier is by the Grim Dawn devs, and that game got a lot of love and new improvements throughout the years that went above and beyond mere QoL improvements/balance, so I have a lot of trust they'll significantly increase the quality of their product by release (and after release).

xzzy
Mar 5, 2009

I just hope they got plans to patch in an endgame because FF is in dire need of one.

I know it's traditional for city builders to let you go until you get bored and start over, but it feels like something that should be getting addressed at this point in time.

OwlFancier
Aug 22, 2013

Farthest frontier looks real pretty but I admit the weird square walls and towers just seem bizzare and out of place.

xzzy
Mar 5, 2009

OwlFancier posted:

Farthest frontier looks real pretty but I admit the weird square walls and towers just seem bizzare and out of place.

They let you make lovely curvy roads and yet the walls must be built on a grid. :iiam:

OwlFancier
Aug 22, 2013

Just generally it seems like they should be using more earthworks and yeah, curved structures. Dunno it just feels like the staggered tiling system that seems unchanged from what you'd see 15 years ago is a bit out of place.

CuddleCryptid
Jan 11, 2013

Things could be going better

I imagine the square walls are easier for the combat system, since enemies attack walls by tile. If you had walls that were curved and took up half a tile then it would probably get buggy.

For road who cares, no one lost their entire winter supply of food over a half tile road.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

Curved walls also probably are a bit of wasted dev time when 99% of players are going to build the same ultilitarian shitbox castle.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

ShootaBoy posted:

Curved walls also probably are a bit of wasted dev time when 99% of players are going to build the same ultilitarian shitbox castle.

look I'm insecure enough about this already do you really need to call me out like that

OwlFancier
Aug 22, 2013

I guess the main reason I am interested in settlement builders at this point (because most of them do not offer much significantly different mechanics wise) is the opportunity to make nice looking dioramas.

zedprime
Jun 9, 2007

yospos
Stronghold came out in 2001, with several maps set up to encourage a motte and bailey. And yet we have always had to painstakingly hand stitch multi depth walls to get curves and round palisades.

Need to give all credit to Songs of Syx, a tile based game that gives you rounded templates and hippies who demand it.

ShootaBoy posted:

Curved walls also probably are a bit of wasted dev time when 99% of players are going to build the same ultilitarian shitbox castle.
I see this as motte and bailey erasure, the original shitbox no effort utilitarian castle.

xzzy
Mar 5, 2009

OwlFancier posted:

I guess the main reason I am interested in settlement builders at this point (because most of them do not offer much significantly different mechanics wise) is the opportunity to make nice looking dioramas.

Building a curvy road through a maple forest in FF and zooming in looks really drat nice. The game is far from AAA in terms of visuals but they got a pleasant consistent look to all their stuff.

(until you start building walls)

OwlFancier
Aug 22, 2013

Yeah I think it does quite well with the general look of stuff and the amount of detail props and then... walls?

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I checked gamepass and there is a very small selection of management games of any type on there. There's both TP games, and frostpunk. I was hoping one of the ones I'm looking at was on there.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
The hospital one is going away at the end of the month

explosivo
May 23, 2004

Fueled by Satan

skooma512 posted:

The hospital one is going away at the end of the month

Oh poo poo you're right, I kinda expected that to be on there for a lot longer than a month.

WhiteHowler
Apr 3, 2001

I'M HUGE!

twistedmentat posted:

I checked gamepass and there is a very small selection of management games of any type on there. There's both TP games, and frostpunk. I was hoping one of the ones I'm looking at was on there.

There are several management games on PC Game Pass, most of them actually good:

- Astroneer*
- Cities Skylines
- Dungeon Keeper 1/2*
- Evil Genius 2
- Football Manager 2022
- Frostpunk
- Jurassic World Evolution 2
- My Time at Portia*
- Offworld Trading Company
- SimCity Complete / 2000 / 4
- Spiritfarer* (leaving soon)
- Stardew Valley*
- The Rift Breaker
- Tropico 6
- Two Point Campus*
- Two Point Hospital* (leaving soon)
- Zoo Tycoon

If you want to get loose with the term "management game", Crusader Kings 3 and Europa Universalis 4 both have heavy management elements.

This is just from a quick scan. I'm sure I missed a few.

Edit: I put a * next to the games I wholeheartedly recommend, but the entire list is at least "pretty good". The only ones I haven't at least tried are FM2022, Zoo Tycoon, and Jurassic World Evolution 2.

WhiteHowler fucked around with this message at 23:25 on Aug 23, 2022

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

ShootaBoy posted:

Curved walls also probably are a bit of wasted dev time when 99% of players are going to build the same ultilitarian shitbox castle.

Look at this loser who doesn't star fort. What are you even defending?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
not the player's fault when a game has a square grid and no (or inadequate) incentive structures to encourage anything different

OwlFancier
Aug 22, 2013

Yeah as noted songs of syx gives you a really simple but good incentive to build non square, and that's really all you need. I also think back to Black and White 2 which had no grids and built in curves for everything and that led to much more organic layouts (even if stacking 50 storeys of house on top of each other was a bit weird...)

Workers and Resources is an interesting one too because I used to build a lot less griddy til they added grid snap, but even then you often want to follow the contours of the terrain so you still tend to get less griddy layouts than some games.

I would really like a game focused around building fortifications though, like proper ones where you want to take into account line of sight and resiliance to bombardment. Make a game where star fort designs actually make sense as they do IRL.

OwlFancier fucked around with this message at 21:14 on Aug 23, 2022

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K8.0
Feb 26, 2004

Her Majesty's 56th Regiment of Foot
Am I the only person who actively dislikes games that let you build curves? To me it's just an annoyance, because aesthetically it becomes harder to build consistently, and mechanically now everything is fiddly as you try to maneuver things into the right spaces or guess how far apart to put them.

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