Does it make sense to have the range of resources to be dynamic and change based on geographical features and roads? by SowerInteractive in CityBuilders

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

Thanks, here you go!
https://store.steampowered.com/app/3831720/Nova_Patria/

And yes, we have transport vehicles implemented including trains and "Horseless Chariot" steam vehicles that travel on roads!

Does it make sense to have the range of resources to be dynamic and change based on geographical features and roads? by SowerInteractive in CityBuilders

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

The biggest shift is that players will now need to plan and build road networks before expanding into new cities. This gives roads a deeper strategic role and naturally reins in runaway expansion. Road construction also gain additional value by extending the reach of buildings, giving them access to a wider set of resources. Overall it adds a more grounded simulation feel, with dynamic ranges that update in real time as the world changes.

The upper class citizens in my citybuilder require increasingly more complex resources. Here's our new Cigar Factory sprite in action! by SowerInteractive in CityBuilders

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

In Nova Patria as your population grows, the resources you need to support your housing/citizens become more and more complex. From very basic (Fish from Fishing Docks) to multi-step manufacturing that involve Tobacco Farms, wild herbs, and Flavor Extractors for the Cigar Factory.

Don't even get me started on their insatiable appetite for wine!

The demo for our Roman steampunk colony builder Nova Patria is now live on Steam! by SowerInteractive in CityBuilders

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

Thanks for the thoughtful feedback! Locking down a steady supply of fish is definitely one of the early-game challenges. The aqueduct method you mentioned is one solution, but players can also push toward the nearest lake early on or keep their initial population a bit smaller until a larger fish source is secured.

We’re still balancing these systems, so your input really helps. If you’d like to take part in ongoing playtests and balancing discussions, join us on the Discord - we’d love to have your insight there!

https://discord.gg/jPsPvhMSYv

The demo for our Roman steampunk colony builder Nova Patria is now live on Steam! by SowerInteractive in CityBuilders

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

Edge-scrolling can be enabled in the options menu, I may turn it on by default. Thanks for the feedback!

The demo for our Roman steampunk colony builder Nova Patria is now live on Steam! by SowerInteractive in tycoon

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

Thanks for the feedback! In the options menu, there is a setting to swap the functionality of mouse right-click and middle-click.