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I dont know posted:Your city has hope and discontent meters that have to be managed. So it comes down to where you want to make trade offs. If you ban child labor and order a school built for the children it will raise hope and lower misery, but you deprive yourself those workers and have to devote resources to actually building it. That's literally where all the game longevity comes from. Like yeah, haha I said cannibalism is ok and built a child labor hut! I'm the monster haha will be fun for oh let's say exactly a game. But "Oh hey, I genuinely want to keep these people safe. Ok, I can't just do all the "good" options so I'll have to make some concessions for the greater good. Ok well we can eat sawdust food for awhile until we get some better hunters out there. This'll be a short term thing. But I'm going to get a school up and focus on education so it helps us later. I hard draw the line on child labor/exploitation." There is a huge difference for the length of a game between "I am cancelling elections because I know I'm unpopular right now, but I'll fix that as soon as I get xyz working, and we can have elections again after that." and "Haha I can cancel elections, let me just hit that, gently caress these people #assholesim.". It's the reason I still play Tropico 3 every now and again, I always play democratic/good/nice, but sometimes I'll do something unpopular the Island needs, and people will gear up to vote me out, so I quickly drop elections/fake the elections just so I can stay in power a bit longer. Because El Presidente DOES want free elections, but El Presidente needs to finish this thing up first.
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# ? Apr 5, 2018 14:50 |
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# ? Jun 8, 2024 08:06 |
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Rookersh posted:That's literally where all the game longevity comes from. I suspect that going maximum fascist or maximum carebear will, in either case, result in a quick game over. The Tropico series seems like a good point of comparison since it has such a strong focus on the ethical components of the decisions you make for your society, and where if ever do you draw a line. Though Tropico is very tongue in cheek and this looks like they are playing it 100% straight.
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# ? Apr 5, 2018 15:33 |
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This is the loving apocalypse, get to work or get in the soup.
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# ? Apr 5, 2018 16:08 |
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We don't know the endgame mechanics yet, or how deep the story tree goes or what the multiple endings are. There might be an endless mode or challenge mode too. Either way it isn't a fullprice game so whatever I'll no doubt get my worth.
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# ? Apr 5, 2018 16:14 |
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drunkill posted:We don't know the endgame mechanics yet, or how deep the story tree goes or what the multiple endings are. Maybe it just gets colder and colder and colder and eventually things destabilize and you just see how long you can last.
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# ? Apr 5, 2018 16:43 |
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Tinfoil Papercut posted:Maybe it just gets colder and colder and colder and eventually things destabilize and you just see how long you can last. I hope not, if that's the case I won't buy it. Games without a win condition really annoy me.
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# ? Apr 5, 2018 17:37 |
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I'm sure there's a win condition but given the studio's previous game, I'm not sure it's a happy one. Plot twist, it's just the Civ science victory. You blast off for places unknown.
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# ? Apr 5, 2018 18:09 |
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They released a video about endgame called something like 'irreversible'. I'm interested in this but not if the ending is 'everyone dies'.
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# ? Apr 5, 2018 18:16 |
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You burn out all the coal and begin picking the lucky individuals who get to heat everyone else through the night.
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# ? Apr 5, 2018 18:25 |
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Your giant tin golem gains sentience; turns out this has been a prequel to Zeno Clash all along.
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# ? Apr 5, 2018 18:41 |
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Bogart posted:I'm sure there's a win condition but given the studio's previous game, I'm not sure it's a happy one. Plot twist, it's just the Civ science victory. You blast off for places unknown. The win conditions will be based on the story elements you uncover while scouting the over world to discover what went wrong with the world. The game is divided into two phases, first it’s all about survival and adaption. Once you got food and resources taken care of the game then asks you what kind of society you’re trying to build. You can either go big brother and create a police state with armed guards and informants or you can go the faith/hope route and simply create a permissive society where people feel motivated to keep the city going. Early tech demos showed a limited quantity of coal and wood in the crater. Like the coal deposit for coal mines and the iron deposit for steelworks both have 100,000 units each. You have “infinite” sources of coal that tie up a bit more of your labour pool. You can either use a coal thumper which forces a coal pile up to the surface once a day or send convoys through the overworld to setup outposts and an automatic coal mine that will allow you to get coal shipments externally. You have a similar setup for steel. After you use up all the trees and crates in your crater you can build a wall drill that will drill the walls for wood to give you an infinite source as well.
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# ? Apr 5, 2018 20:13 |
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I dont know posted:The Tropico series seems like a good point of comparison since it has such a strong focus on the ethical components of the decisions you make for your society, and where if ever do you draw a line. Though Tropico is very tongue in cheek and this looks like they are playing it 100% straight. tropico never forced the player to make hard decisions unless they played badly. the 'best' way to play tropico is as a benevolent socialist welfare state i do not expect the same lenience from the people who made this war of mine
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# ? Apr 5, 2018 21:45 |
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King Doom posted:They released a video about endgame called something like 'irreversible'. I'm interested in this but not if the ending is 'everyone dies'. https://www.youtube.com/watch?v=pFId6lm2MZo
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# ? Apr 5, 2018 22:06 |
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They’ve said there is an end point you reach in the story, and that based on their testing first-time players will probably reach that within 50-60 in-game days.
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# ? Apr 6, 2018 04:34 |
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Pirate Radar posted:They’ve said there is an end point you reach in the story, and that based on their testing first-time players will probably reach that within 50-60 in-game days. Huh. Given your building a city out of next to nothing in a frozen hellscape, I would expect it to take longer than 2 months.
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# ? Apr 6, 2018 05:27 |
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I dont know posted:Huh. Given your building a city out of next to nothing in a frozen hellscape, I would expect it to take longer than 2 months. No. Real life days.
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# ? Apr 6, 2018 05:28 |
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I dont know posted:Huh. Given your building a city out of next to nothing in a frozen hellscape, I would expect it to take longer than 2 months. I think the concept of a "day" is a bit skewed - many of the streams and screenshots I see you can have your city well underway earlier than would be actually possible. If you look close here, the day counter is at 23 and you can see that they're already getting deep into things: https://twitter.com/IntelSoftware/status/981594519408988161 Or perhaps we're just vastly underestimating how much labor children can do when you mandate them to put their minds to it. Makes you think.
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# ? Apr 6, 2018 12:18 |
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Days are probably abstracted much the same way as sols are in Surviving Mars. A human lifespan is about 100 sols, wheat can be harvested like once every six sols.
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# ? Apr 6, 2018 12:22 |
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If it's anything like This War of Mine or Don't Starve, lasting to 50-60 days is going to take a lot of players a while to achieve.
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# ? Apr 7, 2018 06:23 |
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https://twitter.com/frostpunkgame/status/987298481462181888
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# ? Apr 20, 2018 15:08 |
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Neat. I wonder if those are the two? Faith and Order? Or will there be more?
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# ? Apr 21, 2018 04:27 |
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Is there a special reason the game is listed in the Steam store but isn't available for pre-order purchase on it?
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# ? Apr 21, 2018 05:11 |
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Cobbsprite posted:Is there a special reason the game is listed in the Steam store but isn't available for pre-order purchase on it? From what I’ve gleaned, steam will take a bigger cut of the profits if you pre-order/preload. Gog doesn’t do this.
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# ? Apr 22, 2018 19:22 |
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Tomorrow is going to be a very chilly April day.
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# ? Apr 23, 2018 19:10 |
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why does this have to come out the same day as
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# ? Apr 23, 2018 19:12 |
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Too bad the game only lasts 45 days with an arbitrary scripted event that keeps you from playing longer. No sandbox mode either.
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# ? Apr 23, 2018 19:28 |
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Kraftwerk posted:Too bad the game only lasts 45 days with an arbitrary scripted event that keeps you from playing longer. Everything I've seen indicates that making it the full 45 days will be an accomplishment, and "days" are a relative term.
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# ? Apr 23, 2018 20:01 |
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the review i read described there being 5 scenarios, I hope theres more than 1 win condition in each rather than just a linear story, with no sandbox mode and less customisation than tropico it could get old fast otherwise.
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# ? Apr 23, 2018 20:03 |
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Kraftwerk posted:Too bad the game only lasts 45 days with an arbitrary scripted event that keeps you from playing longer. i wonder how forced it is, so far i've seen it be worded as a very tough test with unthinkable conditions. maybe a significantly skilled player could survive it?
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# ? Apr 23, 2018 21:27 |
Kraftwerk posted:Too bad the game only lasts 45 days with an arbitrary scripted event that keeps you from playing longer. Honestly I am not too down on that. Surviving Mars has the problem that after the scripted event passes the game is effectively over, you just keep going until you get bored or run out of water. I would rather have a hard cap than a meandering lack of end
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# ? Apr 23, 2018 21:47 |
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Ya, I usually burn out on endless games pretty fast. It might be nice to have that option as a scenario, or mod if they allow those later, but I liked the scenario driven content of This War of Mine, and this seems like the same sort of game albeit with city-building instead of side-scrolling shelter building. Everything about the look and feel of this game looks amazing. I tried Surviving Mars and found it so...plain.
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# ? Apr 24, 2018 02:47 |
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Will an endless scenario require endless resources to be added? Like, S:M has the problem that it might require a bit of luck (and major optimizations for your whole logistic structure) for your colony to actually go on forever, since by default all the deposits are finite. I guess we’ll find out in ten hours.
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# ? Apr 24, 2018 03:18 |
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Waypoint has a review up, Rob seemed to like it. Either way we'll find out in like 8 hours or whatever.
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# ? Apr 24, 2018 08:16 |
Game is pretty good so far. Few tips: - Food is two-for-one to raw meat, so you need multiple producers to carry your initial group - Scouts rock - The tutorial for roads comes super late. Basically when you open the build menu there is a second button on the bottom to build roads around the squares of buildings. You have to do this to build new places further away from the generator. - The Infirmary is very important, because you don't automatically generate new people, and sick people give big hits to morale. - Laws cannot be reversed as far as I can tell. That said, a lot of them are just flat bonuses, so go ahead and pick them up early due to the cooldown.
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# ? Apr 24, 2018 15:56 |
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This game looks like my jam - a friend and I tossed around a similar concept back in the glory days of "Let me tell you about this game idea I just had" - but for $30 it's just expensive enough that I think I'll wait a bit to gauge the temperature. I can't wait for the endgame reveal that it was all a dream and you wake up in Antarctica managing the last human settlement on a planet that's begun to drift too close to the sun.
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# ? Apr 24, 2018 17:15 |
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I’m sure it’s too early to get a good answer, but my question is how the campaign feels, and how much replayability it has. I’m much more partial to endless builds, things that I can make sustainable and manage efficiency. This doesn’t seem to be that, which is fine, but I hope that the campaign lasts a long while and there’s reason to play it again.
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# ? Apr 24, 2018 17:32 |
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Bad Seafood posted:This game looks like my jam - a friend and I tossed around a similar concept back in the glory days of "Let me tell you about this game idea I just had" - but for $30 it's just expensive enough that I think I'll wait a bit to gauge the temperature. Cheapest price is to buy off of GOG (the devs get a larger cut vs buying on steam) with a promo code. I googled and 'YogscastFrostpunk' gives you 10% off so the price is $24.15 USD until May 2nd when the launch sale ends. https://www.gog.com/redeem/YogscastFrostpunk?pp=fce7b95fb26969af8afd58102677dd04da9a9f09
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# ? Apr 24, 2018 17:59 |
Anime Store Adventure posted:I’m sure it’s too early to get a good answer, but my question is how the campaign feels, and how much replayability it has. It is definitely more a survival game than a city builder. It isn't as bad as This War of Mine, but you are constantly fighting bad weather and overpopulation. You really have to pay attention to make sure that all your resources are used effectively. It would become trivially easy after a bit if it was just endless since there are infinite resources on the map, but still. The harder scenarios are going to be the meat of the game imo. There are a lot of techs you just can't get to in time unless you beeline for them, so scenarios will assuredly direct you to them. CuddleCryptid fucked around with this message at 18:12 on Apr 24, 2018 |
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# ? Apr 24, 2018 18:10 |
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If you're in on the Humble Monthly stuff, the game (and everything in the store) is 10 + 5% off. Bought it cause I've been looking forward to it. Need to finish work so I can go home and freeze to death while eating baby soup.
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# ? Apr 24, 2018 18:15 |
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# ? Jun 8, 2024 08:06 |
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DreamShipWrecked posted:Game is pretty good so far. Few tips: One thing that turned out to be pretty important to my game so far: Make a point of researching the small heater building fairly early. You can put them on any street without taking up space, they're actually pretty cheap to build for just some steel, and the operating cost in coal seems fairly mild. Early on they're really useful and borderline necessary for keeping your living space heated, because your need for space will grow much faster than your ability to upgrade the Generator's range. And the best part is that you can demolish them and get almost all the steel back, which means you can reposition quickly and at minimal cost. Edit: I also just had the first event that left me with a kind of a weird feeling about my decision: An injured worker was due to have his arm amputated because of gangrene, but he violently resisted the attempt. The choice was between letting him have his way, which would probably kill him, or to subdue him and forcibly save his life through amputation. I basically immediately went with the former option, in part on the grounds of basic informed consent, but my overriding rationale was basically: "Either he makes it, in which case I retain a useful worker, or he dies, in which case I won't have to feed a useless amputee. Win-win!". Only a second afterwards did I realise how intensely hosed up that was. Perestroika fucked around with this message at 18:36 on Apr 24, 2018 |
# ? Apr 24, 2018 18:31 |