Timberborn power11/17/2023 ![]() ![]() Forage for berries, chop trees, build dens so people will breed, then build a science hut to unlock new stuff. Humanity has long gone, and it's your time to shine by building a settlement that isn’t all that different, really. They all have things to delight in, and that's where Timberborn really shines once you realise what it's doing. Or consider Ostriv, where the watching itself was a delight. And that's a game where people will kill each other over idiotic nonsense like not eating at a table.īut I think that's the key: those games had more to do than watching to see who would survive the cold. ![]() I voluntarily played RimWorld almost exclusively as a desert mountain tribe who refused electricity, struggling to eke crops out of the thin, scattered patches of arable land, and balance the tiny fuel supply between preserving enough food and keeping the cave warm. Perhaps I got lucky, but I survived the winters fine, and the game seemed to consist mostly of repeatedly moving workers back and forth while yelling at them to breed faster, like a hybrid of an understaffed CEO and a 30 year old's pushy mum.Īnd yet, I love Workers & Resources, in which you will lose your first town by failing to anticipate how to set up public heating infrastructure ( my favourite village largely forestalled this as the modded huts came with their own heating system, simulating villagers gathering their own firewood at the cost of poorer health). No disrespect to Banished, but I never got on with it. I guess the main thing is I'm tired of playing Banished again. What am I asking for, the game to play itself? For my problems to be magically solved by enterprising peasants? For games about preparation to cut out preparation? Ach. When your hands are tied in a way that feels artificial and dissatisfying, and when there's no amusement or awe to be had from watching the tower collapse. It’s not even about “difficulty”, but degree of entertainment. It's a tricky feeling to elucidate but you know it's happening when you have no option but to watch your game slowly fall apart and your society die out because of a technicality. Does nobody in this village want to live? Faced with the starvation of your entire family, would you stare at the woodcutter's hut with the big sign reading "3 / 3 workers", and the fields full of crops, and the two-thirds of a building to store them in, and simply resign yourself to death? When you reach a point where you need three wood to build the last granary, but you only have two wood, and therefore your entire settlement is now mathematically doomed. The issue I have isn't when they're difficult, but when there's no leeway. The ones where you settle in a wilderness and have to quickly gather enough wood and food to last through winter, and that's typically all the game's about. My initial complaint comes up often in survival-based building games. This is the villagers vs winter game again. ![]() Even though its dry season is the opposite of Winter, the ultimate effect was the same. My first village in Timberborn gave me that feeling. It's that when your main threat is starvation and hypothermia, and your only real tool is stockpiling, it often feels like your fate is already sealed come October, and waiting around to see if you survived or not carries the same sense of slow inevitability that the average RTS or 4X game does past the opening act. It's not even the lack of anything to do. But it feels kinda like cheating to me so I tend to avoid it if I don't really really need it.This is The Rally Point, a regular column where the inimitable Sin Vega delves deep into strategy gaming. I almost think that is why both factions have a very small housing, to be used this way. ![]() You build it, turn it off, and it becomes a 6 way power linkage. One dirty trick is to build housing, since housing allows power to travel through it in all directions. It does not solve the issue of lifting power up dams 30 levels tall Originally posted by Yrame IV, a true I of the dragon:What about something like "powered levee"s, that could transfer power to and from blocks touching them? Balancing might be hard, maybe if they were built out of treated planks and gears? But they would work as levees do except that they transfer power like powered buildings do, in all 6 directions.Īlternatively, something like the dams, where you have the 1x1x2 dam blocking 1 row, the 1x1x3 dam blocking 2 rows, and the 1x1x4 dam blocking 3 rows? What we currently have would be the 1x1x2 power-lifter, and then there would be 1x1x3 and 1x1x4 ones for lifting the power 2 and 3 levels respectively. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |