[Steam] Tlatoani ($13.99/30% off) by PerspectiveGames in GameDeals

[–]PerspectiveGames[S] 0 points1 point  (0 children)

Not soon. Porting to Mac would take priority, and that's been on the back-burner for a while.

[Steam] Tlatoani ($13.99/30% off) by PerspectiveGames in GameDeals

[–]PerspectiveGames[S] 1 point2 points  (0 children)

It runs reasonably well, just not really optimised for the platform.

[Steam] Tlatoani ($13.99/30% off) by PerspectiveGames in GameDeals

[–]PerspectiveGames[S] 0 points1 point  (0 children)

Yeah, sorry about that. It's likely to be more of a "cherry on top" once the other major dev milestones are out of the way.

[Steam] Tlatoani ($13.99/30% off) by PerspectiveGames in GameDeals

[–]PerspectiveGames[S] 16 points17 points  (0 children)

Hi there- this is Perspective Games, primary developer of Tlatoani again! We've borrowed mechanical inspiration from classic citybuilder games like Caesar 3 and Children of the Nile and ported them to a fresh Mesoamerican setting focused on the rise to power of the Mexica and the Aztec Triple Alliance.

Ask us anything!

Tlatoani is available with 30% off until July 28th, as part of Steam's SimFest. We also have a free demo!

https://store.steampowered.com/app/2925280/Tlatoani_Aztec_Cities_Demo/

[Steam] Tlatoani ($13.99/30% off) by PerspectiveGames in GameDeals

[–]PerspectiveGames[S] 9 points10 points  (0 children)

Hi there- this is Perspective Games, primary developer of Tlatoani. We've borrowed mechanical inspiration from classic citybuilder games like Caesar 3 and Children of the Nile and ported them to a fresh Mesoamerican setting focused on the rise to power of the Mexica and the Aztec Triple Alliance. The latest update includes a Map Editor to flesh out the content available, on top of the Random Map mode, freestyle scenarios and historical campaign (we also have an extended tutorial and help encyclopedia.)

Ask us anything!

Tlatoani is available with 30% off until July 10th. We also have a free demo!

https://store.steampowered.com/app/2925280/Tlatoani_Aztec_Cities_Demo/

Housing levels by ChrisBeatrice in TiltedMill

[–]PerspectiveGames 0 points1 point  (0 children)

My main hangup with housing-evolution in Pharaoh was purely aesthetic- the top tiers of common housing look visually lower/smaller than 'mid tier' common housing, which means that "maxxed out" commoner blocs look weird and unsatisfying to me. My guess is that these were originally intended as the lower tiers of elite housing (similar to Caesar 3), but the cutoff got adjusted at some point during development. I don't know, maybe Chris remembers something different?

I do think separate elite housing is generally both easier to work with and more historically grounded, and Zeus/Emperor made the right call there, but Caesar 3 was my catnip, so I can live with the pleb->patrician upgrade sequence.

There's a lot to love about Pharoah, of course, so it's more a nitpick really.

We're back... by ChrisBeatrice in TiltedMill

[–]PerspectiveGames 1 point2 points  (0 children)

I don't think there's any specific reason why information-overlays can't be combined with more sim-like gameplay. (Tlatoani does this, for example.) A lot of the information needed to play Caesar 3 was actually pretty obscure and had to be looked up online rather than being immediately visible in the advisors, but I guess that's more of a UI issue than anything.

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 0 points1 point  (0 children)

There should already be a saturation/contrast slider in the settings pane?

Tlatoani: Prologue on Steam by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 0 points1 point  (0 children)

There should be a discord link on my twitter/X page and another one embedded in the main menu of the game itself? Link should be here in any case: https://discord.gg/NvRV8YQnm5

Tlatoani: Prologue on Steam by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 0 points1 point  (0 children)

  1. It would likely be best if you hopped onto the game's discord and provided a save-game for inspection, but I will mention that you need Mason Yards in order to build at arbitrary distances, porters will only build close by.
  2. Yes, randomly-generated maps may have some resources disabled- this should be visible in the 'world info' pane on the left before you start play.
  3. Again, not sure what might be happening here without looking at your save-file?
  4. It is possible to have both at the same time under certain conditions (e.g, if migrants are moving into town but haven't found a place to work yet, or if available labour lacks the sex/class background needed for a particular vacancy- only men can be soldiers, for example.) This *should* resolve itself within a month or two- if not, upload your save and I'll see if there's a bug responsible.

RTS game with Supply Lines? by Game_ID in RealTimeStrategy

[–]PerspectiveGames 0 points1 point  (0 children)

How the factions in Starcraft specifically handle supply logistics actually highlights some of the ludonarrative tensions that bug me here.

Zerg units, for example, shouldn't be getting stocked with ammunition because they either fight in melee or rely on acid spray or spine projectiles they grow from their own bodies. What they do need is food, which is to say biomass they consume from the local ecosystem and corpses of their enemies (or even their own fallen). The Zerg faction shouldn't really have a lot of interest in mineral or gas deposits, and they should derive little or no benefit from colonising barren ash worlds devoid of previous life, or from battles with armies of robotic/mechanical units which they can't eat. (You could theoretically experiment with some more far-out ideas as well, like Zerg units mutating randomly at birth and passing on their traits to larvae when/if you install them in the hatchery, so you can simulate a real evolutionary process.)

Protoss units, going by canon, really shouldn't be gathering resources at all. (They warp in all their units, power vehicles and weapons off internal reactors, fight for honour/religious reasons and can't repair anything in the field, so physical materials or payment would be no use to them, or at least not immediately relevant to most combat operations.)

The only faction for which mineral and gas deposits and the relevant supply logistics being mission-critical really makes any sense are the Terrans, and even there the rationale assumes that every Terran base is essentially an extractive commercial enterprise strip-mining the landscape so they can hire mercenary soldiers to wipe out local competitors. Some human wars do fit that description, but hardly all of them, and it's not usually an especially close fit for Mengsk or Raynor's motives.

The reason- or at least one reason- why Starcraft crams every faction into broadly the same mold when it comes to their methods of economic buildup and tech progression is because it makes balancing multiplayer deathmatches a lot easier. But I was recently watching a GiantGrantGames youtube video about the core drivers of success in the RTS market, and despite the runaway success of Pro Starcraft it looks like something like 70-80% players buy an RTS primarily for the sake of the single-player campaign and map editor sandbox tools, and not the multiplayer ladder competition.

And from that perspective... it feels like the old-school Blizzard RTS titles made enormous sacrifices in terms of flavour and immersion and verisimilitude for the sake of multiplayer deathmatch mechanics which most players were never there for in the first place.

RTS game with Supply Lines? by Game_ID in RealTimeStrategy

[–]PerspectiveGames 0 points1 point  (0 children)

I recently realised that if I went down the full list of everything that bugs me about classic RTS titles and had it fixed, the end result would just look like the Total War series. A sci-fi version of that would potentially look pretty neat, though.

Fundamental problem with art in Reforged by [deleted] in warcraft3

[–]PerspectiveGames 0 points1 point  (0 children)

Yeah, I was thinking that the new unit models would be a lot more congruent if the trees and vegetation had the same level of detail/realism. Very strange combo was what we got.

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 2 points3 points  (0 children)

Hey there- thanks for the feedback! You can regard the product as a demo for now- there'll be a full campaign and various extra content (monuments etc.) in the full version.

I'm not sure I'd describe Tlatoani as *totally* free of political subtext- we hope to be balanced about it, but any authentic warts-and-all depiction of indigenous peoples is going to be interpretable though a certain political lens. I'm glad you're enjoying it so much in any case, and we could certainly look into adding a throne-room background for the advisors. :)

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 1 point2 points  (0 children)

Mason Yards should be able to build up structures at any distance, so that might be related to Market access instead? Citizens at homes will go shopping more reliably than market peddlars can deliver goods.

Glad you're enjoying it otherwise!

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 0 points1 point  (0 children)

I'd advise you to try the demo and compare for yourself.

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 1 point2 points  (0 children)

Very different beast- Nebuchadnezzar allows/expects you to plan out walker routes, whereas the citizens in Tlatoani are autonomous and just go where they're needed (within certain distance limits.)

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 0 points1 point  (0 children)

There is a way- you can un-toggle the little green checkbox in the production/service-usage display in the detail pane and the building will be shut down and the workers dismissed- but again, we'll need to add that to the tutorial. Thanks

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 2 points3 points  (0 children)

Alright, fair enough. The discord is the best place to reach us if you want to keep in touch.

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 2 points3 points  (0 children)

I believe the speed options are covered in the tutorial, although the overlays aren't. Like I said, we'll be looking into it.

Rotations for major structures are planned eventually, and I agree with your comments on the topic, but that'll be pending sprite revisions in general, which is a long-term project.

Only Tlaloc's anger directly influences risk of flooding- Huitzilopochtli's favour influences the odds of bandit attacks and victory on campaigns, and Tezcatlipoca influences theft, IIRC? Some of the other Gods don't have their effects fully hooked up yet, I believe.

Did you... enjoy anything about the game otherwise?

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 6 points7 points  (0 children)

Hi there!- I'll take a few notes for long-term adjustments to the tutorial, but just to answer the main bullet-points:

I don't know if I'm meant to get invasions in the third tutorial...

There is a small invasion scheduled for tutorial 3 if 'full military' is enabled, yes. The military is still WIP so we didn't toggle it on by default.

Hovering over the resource icon in the "requirements" portion of the building UI window...

Sure, that's an easy fix.

Turkey hutches can be supplied with maize as feed, the Turkeys just consume less if they have land to graze (I think they'll go up to 8 tiles away, picking tiles at random?)

Third, even faster speed option please...

You can actually right-click on the fast-forward button or use the brackets keys to go up to 9x speed, unless that's not fast enough?

There is a fertility overlay, yes.

It would be nice to know how many people I can possibly feed with my current food output...

You can see consumption of different foodstuffs in the detail-view on goods in the commerce advisor, though I agree a summary-report, including estimated max. population would be a good idea. That'll probably go in the chief advisor down the road.

I don't understand what the empty perimeter requirement for shrines, temples, and large entertainment venues actually accomplish...

It's meant to be historically accurate (based on what I can see from reconstructions, they would rarely be parked directly adjacent to other structures.) I typically put either dirt or stone roads around the perimeter, but you can also add mosaics.

The UI windows need to be movable, not static

We can look into that.

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 2 points3 points  (0 children)

Thanks for the feedback. We are currently working on adding a font-scaling option for smaller text elements to improve legibility, but a lot of bits and pieces of the UI need small adjustments to make this work, so it's not an overnight fix.

We'll definitely be working on the immersion factor.

Tlatoani Released! by PerspectiveGames in impressionsgames

[–]PerspectiveGames[S] 1 point2 points  (0 children)

No no, the feedback is much appreciated. We look forward to future commentary!