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Brinehaven (alpha 4)

Anno inspired island colony management game · By zndr88

good start; hope it doesn't stop there

A topic by clemclone created 99 days ago Views: 57 Replies: 1
Viewing posts 1 to 2

I like this but it's got some problems -- mostly AI-UI trouble.  I really like the simple graphics, but they're a little *too* simple; some buildings look very similar and most do not show what they do.  All features and type are too small for me and there's no way to resize.  Fixed-size, immovable report windows are a big UX drag, and they use too much space for what they're showing.

The goals are helpful for figuring out what to do next (and what you *can* do next) but sometimes leave you in the dark -- like when it told me I needed to grow tobacco there was still no Tobacco Plantation available to build and no way to find out what its requirements were.  Eventually I caused something to happen so it showed up... but I still don't know what that was.

I got up to a decent population and then happiness started dropping.  It turned out the citizens wanted cloth, which I had built two workshops for but those only had one worker each because the houses had all evolved to Settler and I didn't have enough Pioneers anymore.  The auto-levelling housing is not a good idea -- it makes sense to build housing and then intentionally improve it; choosing to *prevent* it from improving -- and trying to build out enough total while blocking improvements on the right amount -- requires inside-out thinking.

Using warehouses as the outposts for territory expansion is sort of arbitrary and non-logical.  If you're doing the sort of ruleset where territory is expanded by buildings, why wouldn't *all* buildings expand your territory?  And then if all buildings do it, why bother about territory?  Is there some game-economic benefit to restricting area that way?  Or is it just a gratuitous constraint?

I couldn't find any information about the different terrains, so when Tobacco wouldn't build on the dark green inside my territory I had to guess that it might build on the light green, and then warehouse out to that.  It worked!  But I didn't need that warehouse.

And more or less finally, I didn't get any real sense of the citizens.  It didn't seem like they were eating the food I was producing, and sometimes I hear they need more cloth or something but I don't know what they're doing with it.  The citizens are just sort of a field-effect around all these buildings I'm putting down.

This is the kind of trouble that comes from AI-built systems.  If you're a person building a game then you have ideas about little digital citizens and what they're like and what they're doing, and your idea starts from there and then elaborates the infrastructure and institutions around them.  Your feeling about that is the idea that makes Civ III different from Populous or Warcraft.  An AI "thinks" that a colonization game is like making resource buildings so here's a pattern of that, with no idea.

Developer

Some valid points and I'd like to address them.

Buildings -> Yes, the current designs are more or less placeholders. The simpleness will remain, but more diversity is en route. Sneak preview in case I don't ship it soon:


UI too small -> Actually good point, I was too busy thinking about other things to consider this. I'll add some visibility settings that might help out.

Fixed windows -> I'll look into this

Tobacco goal -> Oversight on my part. There is a population requirement lock as colonies progress, tobacco should have appeared in the to build list once you reach tier 3 pop, and then give the requirement of how many pop you need to unlock it. Not just unlock on x amount of pop without warning. I'll also add "building unlocked" in the alert window.

Auto-housing -> This is actually the kind of suggestions I need. You are completely right and I was doing the inverse. Preventing upgrades. The more logical choice would be to manually upgrade the tier, just like upgrading workshops. I was living too closely to original Anno 1602 with this.

Warehouse territory expansion is a placeholder mechanic, I am toying with the idea of a surveyor mechanic instead. On landfall you would get a bigger area to build on, but you would need to get a surveyor to expand on the land. It would be a worker type thing that increases tile coverage gradually. This would slow down expansion and make you think better about where you place your buildings, you'd need to utilize your space better. 
This is just an idea though, not fleshed out yet fully. Could work, could be disastrous. 

Terrain info -> noted, but it's on the to-do list

Population in general will get a massive upgrade in how it works, I won't go into that much further.


Overall, thank you for your feedback and thank you for playing.